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	<id>https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Fox+the+MP5+Fanatic</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=Fox+the+MP5+Fanatic"/>
	<link rel="alternate" type="text/html" href="https://www.buildlogs.org/wiki/Special:Contributions/Fox_the_MP5_Fanatic"/>
	<updated>2026-05-13T18:51:17Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.0</generator>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User:Fox_the_MP5_Fanatic&amp;diff=1448412</id>
		<title>User:Fox the MP5 Fanatic</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User:Fox_the_MP5_Fanatic&amp;diff=1448412"/>
		<updated>2021-10-15T06:21:09Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi... I'm generally quiet and reserve my edits for trivia and games I like&lt;br /&gt;
&lt;br /&gt;
Favorite firearms: StG-44, M1911, Five-Seven, MP9, QBZ-95, QBU-88, QJY-88&lt;br /&gt;
&lt;br /&gt;
I typically try to post relevant updates for Payday 2, and on occasion other games I've played before. My memory's usually solid&lt;br /&gt;
&lt;br /&gt;
Currently playing Insurgency: Sandstorm, Back 4 Blood, Left 4 Dead 2, and Payday 2&lt;br /&gt;
&lt;br /&gt;
My Steam page can be found here, if you're interested: http://steamcommunity.com/id/burmecian_fox/&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Back_4_Blood&amp;diff=1448411</id>
		<title>Back 4 Blood</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Back_4_Blood&amp;diff=1448411"/>
		<updated>2021-10-15T06:20:42Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: Filling in minor details about gun locations, magazine size, etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
'''''Back 4 Blood''''' is a 2021 multiplayer survival horror first-person shooter developed by Turtle Rock Studios, and the spiritual successor to the popular 2008 ''[[Left 4 Dead]]'' and 2009 ''[[Left 4 Dead 2]]'' games, which were both by the same developers. The game was released for PC, PS4/5 and Xbox One/Series consoles on 12 October 2021.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta M9A1==&lt;br /&gt;
The [[Beretta M9A1]] appears in-game with a base magazine capacity of 12 rounds. It is the default secondary weapon for Doc. A version converted to firing three-round bursts known as the &amp;quot;M9 Burst&amp;quot; is also available.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|none|350px|Beretta M9A1 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears in-game with a base magazine capacity of 7 rounds. It is the only secondary weapon in the game that fires Sniper Ammo and one of two that can mount optics.&lt;br /&gt;
[[File:Desert_Eagle_Ported.jpg|thumb|none|350px|Desert Eagle Mark XIX with stainless finish, railed and ported barrel, and railed frame - .50 Action Express]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22==&lt;br /&gt;
A 4th Generation [[Glock 22]] incorrectly appears in-game as the &amp;quot;[[Glock 23]]&amp;quot; with a base magazine capacity of 15 rounds. It is the default secondary weapon for Walker. A version converted to full-auto known as the &amp;quot;Glock 23 Auto&amp;quot; is also available.&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|3rd Generation Glock 22 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:G23Gen4.JPG|thumb|none|350px|Actual Glock 23 (4th Gen), for comparison - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==M1911 Variant==&lt;br /&gt;
An [[M1911]] variant appears in-game. It has a base magazine capacity of 8 rounds and is the default secondary weapon of Hoffman.&lt;br /&gt;
[[File:KimberWarriorII.jpg|thumb|none|350px|Kimber Warrior - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 R8==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 327 R8]] appears in-game with a cylinder capacity of 8 rounds. Unlike most other sidearms in the game, it uses Assault Rifle rounds, can mount optics, and cannot have its magazine size increased with upgrades. It is the default secondary weapon of Jim.&lt;br /&gt;
[[File:S%26WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8 - .357 Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears in-game, with a base magazine capacity of 25 rounds. It is the default primary weapon of Doc.&lt;br /&gt;
[[File:H%26KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears in-game. It has a base capacity of 20 rounds. Notably, the bolt incorrectly retracts automatically when reloaded, similar to the UMP from [[Counter-Strike]].&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi==&lt;br /&gt;
The [[IMI Mini Uzi]] appears in-game, simply called &amp;quot;Uzi&amp;quot;. It has a base magazine capacity of 32 rounds and is the default primary weapon of Evangelo.&lt;br /&gt;
[[File:Imi-mini-uzi.jpg|thumb|none|450px|IMI Mini Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
The [[Intratec TEC-9]] appears in-game. It is depicted as a secondary weapon unlike the other submachine guns and has a base magazine capacity of 20 rounds. It is the default sidearm of Karlee.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The [[KRISS Vector]] appears in-game, with a base magazine capacity of 19 rounds.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI / KRISS USA Gen I Vector with EOTech red dot sight and extended magazine - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears in-game, called the &amp;quot;Super 90&amp;quot;. It has a default capacity of six shells.&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12 CQB==&lt;br /&gt;
The [[AA-12|MPS AA-12 CQB]] appears in-game, with a default drum capacity of 12 shells.&lt;br /&gt;
[[File:AA-12_CQB.jpg|thumb|none|450px|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in-game, under the name of &amp;quot;870 Express&amp;quot;. It has a capacity of 8 shells and is the default primary weapon of Holly. A sawn-off variant called the &amp;quot;Tac-14&amp;quot; is also available, holding 3 shells. It is the default primary weapon of Hoffman.&lt;br /&gt;
[[File:Remington870NewModel.jpg|thumb|none|450px|Remington 870 with synthetic furniture - 12 gauge]]&lt;br /&gt;
[[File:SawnoffShotgun2.jpg|thumb|none|450px|Sawn-off Remington 870 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Sawn-off Double Barrel Shotgun==&lt;br /&gt;
A [[Sawn-off Double Barreled Shotgun]] appears in-game, referred to as &amp;quot;The Belgian&amp;quot;. It fires both shells at once and is the default sidearm of Mom.&lt;br /&gt;
[[File:RossiOverlandShortSBS.jpg|thumb|none|450px|Sawn-off Rossi Overland - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] appears in-game as the &amp;quot;AK-47&amp;quot; and has a railed polymer handguard. It has an underloaded capacity of 20 rounds by default and is the default primary weapon of Karlee.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AK-101.jpg|thumb|none|450px|AK-101 with railed handguard - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==AR-15 Carbine Variant==&lt;br /&gt;
An AR-15 based carbine appears in-game as the &amp;quot;M4 Carbine&amp;quot;. It has 25 rounds by default in a 30 round PMAG and is the default primary weapon of Walker.&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in-game with a black finish and a vertical foregrip.&lt;br /&gt;
[[File:FN_SCAR-H_STD.jpg|thumb|none|450px|3rd Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M14 Variant==&lt;br /&gt;
An [[M14]] variant appears in-game, referred to as the &amp;quot;M1A&amp;quot;. It has a default capacity of 10 rounds and is the default primary weapon of Jim.&lt;br /&gt;
[[File:SFA_M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] appears in-game. It holds 20 rounds in a 30 round magazine, correctly depicted as firing in bursts.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mini-14==&lt;br /&gt;
The [[Ruger Mini-14]] appears in-game, likely in a nod to its appearance in [[Left 4 Dead]], with a 15 round magazine by default. It is known in-game as the &amp;quot;Ranch Rifle&amp;quot; and is the default primary weapon of Mom.&lt;br /&gt;
[[Image:Ruger-Mini-14.jpg|thumb|450px|none|Ruger Mini-14 (pre-2005 production) - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Barrett M95==&lt;br /&gt;
The [[Barrett M95]] appears in-game, with a base magazine capacity of 5 rounds.&lt;br /&gt;
[[File:Barrett_m90.jpg|thumb|none|450px|Barrett M95 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Unknown bolt-action rifle==&lt;br /&gt;
An unknown bolt-action rifle, possibly a Ruger, appears as the &amp;quot;Phoenix 350L&amp;quot;. It has a base magazine capacity of 5 rounds.&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==FN M249-E2 SAW==&lt;br /&gt;
The [[M249 SAW]] appears in-game. It shares a unique quirk with the RPK in that it gains accuracy with sustained fire. It has a base magazine capacity of 80 rounds.&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in-game, shown with wooden furniture. It has a magazine capacity of 40 rounds and gains accuracy with sustained fire, much like the M249.&lt;br /&gt;
[[File:RPK right side.jpg|thumb|none|450px|Romanian RPK with 40-round magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears in-game, purchasable from vendors and randomly placed in the game itself. It is treated as an impact grenade without a fuse.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=Mounted &amp;amp; Emplaced Weapons=&lt;br /&gt;
==General Dynamics GAU-17/A==&lt;br /&gt;
The [[General Dynamics GAU-17/A]] appears in-game as a controllable, mounted turret that can be moved around by the player. It first appears at the end of the first mission, &amp;quot;Evansburgh&amp;quot;. Minigun turrets appear periodically throughout the game, some of which must be opened from locked crates.&lt;br /&gt;
[[File:GAU-17A_HH60.jpg|thumb|none|450px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Zombie]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1240943</id>
		<title>Insurgency: Sandstorm</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1240943"/>
		<updated>2018-12-27T02:18:10Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Insurgency: Sandstorm&lt;br /&gt;
|picture=Insurgency_sandstorm.jpg&lt;br /&gt;
|date= September 2018&lt;br /&gt;
|developer=New World Interactive &lt;br /&gt;
|publisher=New World Interactive&lt;br /&gt;
|platforms=PC &amp;amp; Consoles&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Insurgency: Sandstorm''''' is the sequel to the standalone ''[[Insurgency]]'' game developed on the Source engine. The sequel is being developed on the UE4 Engine, delivering high quality graphic, smooth movements, lager maps usable vehicles, new reload mechanics and much more features to come. The game released on December 12, 2018, following a free Open Beta weekend. As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI co-op mode, playable on each side. Of note is that currently, the Security side has access to almost all the Insurgent-exclusive weapons and attachments in Co-op Mode, while the Insurgent side has no such luxury&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Insurgency: Sandstorm''. '''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Beretta M9== &lt;br /&gt;
A staple sidearm of the series, the [[Beretta M9]] is oddly available to the Insurgent faction rather than the Security (although it is not innaccurate for the Insurgent faction to have plenty of stolen or secondhand older US military hardware). It costs 2 Supply.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
Making its way from [[Day of Infamy]], the [[Browning Hi-Power]] is another Insurgent sidearm. It costs 1 Supply.&lt;br /&gt;
[[Image:BrowningHiPowerStd.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
The classic .45 [[M1911]] returns as the Insurgent's equivalent to the Security's more modern M1911-based pistols. It costs 2 Supply and is currently the hardest-hitting Insurgent pistol.&lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|none|350px|Colt M1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] replaces the [[M45]] from the 2014 title, though the M45 MEU(SOC) can be seen in early development footage of ''Sandstorm''. As with the M1911, it costs 2 Supply.&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[Image:M-45 MEU(SOC).jpg|thumb|none|350px|M45 MEU(SOC) Pistol - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A tan-framed [[Glock 17]] is one of the Security pistols in-game. In earlier footage the Glock had its original designation, but has been since re-indexed as the '''M005''', which maybe derived from the USMC '''M007''' designation of the [[Glock 19|Glock 19M]]. As of a pre-release beta patch, the Glock is unavailable in the final game, to be reworked and re-added sometime after launch.&lt;br /&gt;
[[Image:Glock-17Gen4.jpg|350px|thumb|none|Glock 17 Gen 4 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] is another pistol available to the Insurgents. It is the weakest Insurgent pistol, but also costs 0 Supply.&lt;br /&gt;
[[Image:MakarovPM.jpg|350px|thumb|none|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
Also usable by the Security forces is the [[SIG-Sauer P226R]]. It appears under its UK Army designation as '''L106A1'''. It is the most expensive pistol currently available, costing 3 Supply.&lt;br /&gt;
[[Image:P226R.jpg|350px|thumb|none|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Tariq==&lt;br /&gt;
The Tariq, an Iraqi clone of the [[Beretta M1951]], is another usable sidearm in the game, exclusive to the Security forces. It is the only Security pistol to cost 1 Supply.&lt;br /&gt;
[[Image:Tariq.jpg|350px|thumb|none|Tariq (Iraqi copy of the Beretta M1951) - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
A popular community weapon from the previous game, the [[Heckler &amp;amp; Koch MP7]] makes an official appearance in ''Sandstorm'', and has been seen in several teasers. It is usable by the Security forces' Breacher class and uses its flush 20-round magazine, with the 40-round extended magazine being available for extra Supply. The base gun costs 4 Supply.&lt;br /&gt;
[[Image:H&amp;amp;K MP71A1.jpg|400px|thumb|none|H&amp;amp;K MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] also makes its official appearance in the game (although in the last game, there is a Steam Workshop mod that replaced the [[MP40]] with the Uzi) and is seen being held by an insurgent shooting from a moving car. A lower-profile, optics friendly charging handle very similar in appearance to the one used on the Uzi in ''[[Battlefield Hardline]]'' replaces the default Uzi cocking knob. The Uzi is one of the few open-bolt weapons in the game and costs 3 Supply, and is usable only by the Insurgents' Breacher class. By default, the Uzi uses a 25-round magazine, with a longer 32-round magazine and a 50-round drum available via extra Supply points&lt;br /&gt;
[[Image:Uzi.jpg|400px|thumb|none|IMI UZI - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74|AK-74N]] is seen briefly in the hands of some insurgent soldiers and being dropped by dead operators. The rifle costs 4 Supply and is usable by the Insurgents' Rifleman, Demolitions, Officer, and Observer classes.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] returns in the sequel. The rifle is available for the Insurgents' Advisor and Breacher classes, and costs 4 Supply.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|500px|thumb|none|Izhmash AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] is seen briefly in the gameplay trailers in the hands of an Insurgent. The rifle is one of the cheapest Insurgent weapons available, costing 3 Supply. It is usable by the Rifleman, Demolitions, Officer, and Observer classes.&lt;br /&gt;
[[Image:AKMS.jpg|thumb|none|500px|Izhmash AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] makes its return in the sequel. It is one of the most expensive primary weapons available to the Security forces, costing 5 Supply. It is usable by the Security Rifleman, Demolitions, Officer, and Observer classes.&lt;br /&gt;
[[Image:ColtM4A1.jpg‎|thumb|none|500px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] replaces the Mk 18 Mod 0 from the original game, appearing as the '''Mk. 18 CQBR'''. As with the M4A1, it somewhat higher-cost than basic rifles for the Security forces, though costs only 4 Supply. It can only be used by the Security Breacher and Advisor classes.&lt;br /&gt;
[[Image:MK18MOD1.jpg|500px|thumb|none|Mk 18 Mod 1 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
Pre-release footage of the loadout menu has shown the [[M16A2]] as a selectable assault rifle; it serves as the Insurgents' counterpart to the [[M16A4]]. The rifles are nearly indentical, save for the M16A2's inability to mount optics beyond a few scopes. It costs 3 Supply and is usable by the Insurgent Rifleman, Demolitions, Officer, and Observer. The M16A2 also gains a heat shield handguard when a launcher is mounted.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|500px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] is seen being used in one of the alpha gameplay footage. It is the cheapest rifle available to the Security forces, costing 3 Supply. It is usable by the Security Rifleman, Demolitions, Observer, and Officer classes.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg‎|thumb|none|500px|Colt M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Advisor class of the Security faction. By default, it has its original green plastic handguard; the Daniel Defense railed forend is used when mounting a laser or light module or adding a vertical grip. Like the Uzi in the previous game, it was a quite favourite workshop mod. The SUSAT scope can also be equipped on the L85 as a unique attachment. It costs 5 Supply.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|450px|L85A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
Another popular weapon mod from the previous game, the [[Heckler &amp;amp; Koch G36K]] is one of the primary weapons available to the Security forces. The ZF optical sight can be equipped on the G36K. It costs 4 Supply and is available to the Security Rifleman, Demolitions, Officer, and Observer classes. Notably, the G36K is prominently used during the tutorial map.&lt;br /&gt;
[[Image:HKG36KR.jpg‎|thumb|none|500px|H&amp;amp;K G36KV - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] makes its return into the sequel. In the gameplay video it is seen being dropped by a dead insurgent. In the final game, it is usable by the Insurgent Rifleman, Demolitions, Observer, and Officer. It costs 4 Supply and cannot be equipped with a grenade launcher, unlike the other rifles available to the Demolitions class.&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|none|500px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H STD==&lt;br /&gt;
Available to the Security's Advisor class, the [[FN SCAR-H]] makes its official debut in ''Sandstorm'' as the '''Mk. 17 Mod 0'''. It costs 3 Supply.&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg‎|thumb|none|500px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==H&amp;amp;K G3A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] officially appears in the game. It is usable by the Security forces' Rifleman, Demolitions, Observer, and Officer classes, and is the only rifle available to the Demolitions class that cannot equip a grenade launcher. It costs 4 Supply.&lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|H&amp;amp;K G3A3 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:INS Sandstorm G3 prerelease.jpg|thumb|none|600px|Pre-release image of the G3A3 equipped with a vertical grip and Russian PO scope.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 1 Enhanced Battle Rifle==&lt;br /&gt;
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 1 EBR]] makes its way back from the previous title. It is available only to the Security Marksman class and costs 5 Supply.&lt;br /&gt;
[[Image:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Norinco SKS-D==&lt;br /&gt;
The [[SKS|Norinco SKS-D]] returns from the previous game. It still has a &amp;quot;paratrooper&amp;quot; barrel, but now it also has its bayonet. Like in the previous game, it uses 20-round magazines, and the bolt still incorrectly locks open upon firing the last shot despite the lack of a bolt hold open on Chinese AK mag SKS models. It is available to the Insurgents' Adviser class.&lt;br /&gt;
[[Image:NorincoSKS-D.jpg‎|thumb|none|500px|Norinco SKS-D - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==M249-E2 SAW==&lt;br /&gt;
The [[M249_SAW#M249-E1 / M249-E2 / M249 Paratrooper SAW |M249]] is seen briefly being held by an insurgent. In the final game, it is the only primary weapon usable by the Security Gunner class, costing 3 Supply. Unlike most weapons, the M249 cannot perform a fast reload.&lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg‎|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] makes its long-awaited arrival to the series in ''Sandstorm.'' It is the Insurgent counterpart to the M249, usable only by the Gunner class. As with the M249, it costs 3 Supply and the player is unable to perform a fast reload while using it.&lt;br /&gt;
[[Image:HungarianPKM.jpg‎|thumb|none|500px|PKM - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] makes its way into the game, replacing the [[Mossberg 590]] from the previous title. It features black furniture with a railed forend and scope rail added to the receiver, with a ghost ring rear sight. Strangely, it utilizes the Rem-Loc stock system found on the 870 MCS variant. This system allows for quick changes of the stock, and comes with its own unique forend, which the game has omitted in place of the police forend. It is usable by the Security Breacher class and costs 2 Supply.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|500px|thumb|none|Remington 870 Express Tactical - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-194==&lt;br /&gt;
Also returning from the 2014 ''Insurgency'' is the Russian [[TOZ-194]] pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 Supply and is available to the Insurgent Breacher.&lt;br /&gt;
[[Image:Toz194.jpg‎|thumb|none|500px|TOZ-194 - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Remington M24==&lt;br /&gt;
The [[Remington_700#M24_Sniper_Weapon_System| Remington M24]] makes its way into the game, replacing the old [[M40| M40A1]]. It costs 2 Supply and can be used with ironsights or a variety of optics, up to and including a 7x scope. It reloads one bullet at a time and is usable only by the Security Marksman class.&lt;br /&gt;
[[Image:Remington M24.jpg|500px|thumb|none|M24 sniper rifle - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant 1891/30==&lt;br /&gt;
The [[Mosin Nagant]] is seen being used in one of the Alpha gameplay footage. By default is the M91/30 rifle with a straight bolt handle, the correct PU scope and turned down bolt handle are appropriately used when opting to use a scope in a fortunate aversion of the bubba-fied Mosin from the previous game. It costs 2 Supply and is usable by the Insurgent Marksman and Advisor classes. If there is not a scope mounted, the rifle can be used with stripper clips for faster reloading while empty, at the cost of extra Supply.&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|500px|Mosin Nagant 1891/30 - 7.62x54mmR]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|500px|Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SVD Dragunov==&lt;br /&gt;
The [[SVD_Dragunov#SVD_Dragunov|Izhmash SVD Dragunov]] is seen in alpha gameplay footage. In the final game, it is available to the Insurgent Marksman and Advisor classes. It can be used with a variety of optics, or even just iron sights.&lt;br /&gt;
[[file:SVD Rifle.jpg|thumb|none|500px|Izhmash SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M3==&lt;br /&gt;
The [[Carl Gustav M3]] is the standard reusable launcher for the Security faction, and appears under its US Army designation as '''M3 MAAWS'''.&lt;br /&gt;
[[Image:CarlGustavM3.jpg|thumb|none|500px|Carl Gustav M3 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
Another veteran from the previous game, the [[M136 AT4]] is also available to the Security Demolition class.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 - 84mm]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust 3==&lt;br /&gt;
The [[Panzerfaust 3]] is available to the Insurgents as their analogue of the AT4, being a single-shot launcher. &lt;br /&gt;
[[Image:PNZFT3.jpg|thumb|none|500px|Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7#RPG-7|RPG-7]] returns from previous games, as the obvious handheld launcher for the Insurgent faction.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK heavy machine gun==&lt;br /&gt;
The [[DShK heavy machine gun| DShKM]] is mounted on the Insurgents' pickup truck.&lt;br /&gt;
[[Image:DShK HMG.jpg|thumb|none|500px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1240942</id>
		<title>Insurgency: Sandstorm</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1240942"/>
		<updated>2018-12-27T02:17:02Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* IMI Uzi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Insurgency: Sandstorm&lt;br /&gt;
|picture=Insurgency_sandstorm.jpg&lt;br /&gt;
|date= September 2018&lt;br /&gt;
|developer=New World Interactive &lt;br /&gt;
|publisher=New World Interactive&lt;br /&gt;
|platforms=PC &amp;amp; Consoles&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Insurgency: Sandstorm''''' is the sequel to the standalone ''[[Insurgency]]'' game developed on the Source engine. The sequel is being developed on the UE4 Engine, delivering high quality graphic, smooth movements, lager maps usable vehicles, new reload mechanics and much more features to come. The game released on December 12, 2018, following a free Open Beta weekend. As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI co-op mode, playable on each side&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Insurgency: Sandstorm''. '''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Beretta M9== &lt;br /&gt;
A staple sidearm of the series, the [[Beretta M9]] is oddly available to the Insurgent faction rather than the Security (although it is not innaccurate for the Insurgent faction to have plenty of stolen or secondhand older US military hardware). It costs 2 Supply.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
Making its way from [[Day of Infamy]], the [[Browning Hi-Power]] is another Insurgent sidearm. It costs 1 Supply.&lt;br /&gt;
[[Image:BrowningHiPowerStd.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
The classic .45 [[M1911]] returns as the Insurgent's equivalent to the Security's more modern M1911-based pistols. It costs 2 Supply and is currently the hardest-hitting Insurgent pistol.&lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|none|350px|Colt M1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] replaces the [[M45]] from the 2014 title, though the M45 MEU(SOC) can be seen in early development footage of ''Sandstorm''. As with the M1911, it costs 2 Supply.&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[Image:M-45 MEU(SOC).jpg|thumb|none|350px|M45 MEU(SOC) Pistol - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A tan-framed [[Glock 17]] is one of the Security pistols in-game. In earlier footage the Glock had its original designation, but has been since re-indexed as the '''M005''', which maybe derived from the USMC '''M007''' designation of the [[Glock 19|Glock 19M]]. As of a pre-release beta patch, the Glock is unavailable in the final game, to be reworked and re-added sometime after launch.&lt;br /&gt;
[[Image:Glock-17Gen4.jpg|350px|thumb|none|Glock 17 Gen 4 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] is another pistol available to the Insurgents. It is the weakest Insurgent pistol, but also costs 0 Supply.&lt;br /&gt;
[[Image:MakarovPM.jpg|350px|thumb|none|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
Also usable by the Security forces is the [[SIG-Sauer P226R]]. It appears under its UK Army designation as '''L106A1'''. It is the most expensive pistol currently available, costing 3 Supply.&lt;br /&gt;
[[Image:P226R.jpg|350px|thumb|none|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Tariq==&lt;br /&gt;
The Tariq, an Iraqi clone of the [[Beretta M1951]], is another usable sidearm in the game, exclusive to the Security forces. It is the only Security pistol to cost 1 Supply.&lt;br /&gt;
[[Image:Tariq.jpg|350px|thumb|none|Tariq (Iraqi copy of the Beretta M1951) - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
A popular community weapon from the previous game, the [[Heckler &amp;amp; Koch MP7]] makes an official appearance in ''Sandstorm'', and has been seen in several teasers. It is usable by the Security forces' Breacher class and uses its flush 20-round magazine, with the 40-round extended magazine being available for extra Supply. The base gun costs 4 Supply.&lt;br /&gt;
[[Image:H&amp;amp;K MP71A1.jpg|400px|thumb|none|H&amp;amp;K MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] also makes its official appearance in the game (although in the last game, there is a Steam Workshop mod that replaced the [[MP40]] with the Uzi) and is seen being held by an insurgent shooting from a moving car. A lower-profile, optics friendly charging handle very similar in appearance to the one used on the Uzi in ''[[Battlefield Hardline]]'' replaces the default Uzi cocking knob. The Uzi is one of the few open-bolt weapons in the game and costs 3 Supply, and is usable only by the Insurgents' Breacher class. By default, the Uzi uses a 25-round magazine, with a longer 32-round magazine and a 50-round drum available via extra Supply points&lt;br /&gt;
[[Image:Uzi.jpg|400px|thumb|none|IMI UZI - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74|AK-74N]] is seen briefly in the hands of some insurgent soldiers and being dropped by dead operators. The rifle costs 4 Supply and is usable by the Insurgents' Rifleman, Demolitions, Officer, and Observer classes.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] returns in the sequel. The rifle is available for the Insurgents' Advisor and Breacher classes, and costs 4 Supply.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|500px|thumb|none|Izhmash AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] is seen briefly in the gameplay trailers in the hands of an Insurgent. The rifle is one of the cheapest Insurgent weapons available, costing 3 Supply. It is usable by the Rifleman, Demolitions, Officer, and Observer classes.&lt;br /&gt;
[[Image:AKMS.jpg|thumb|none|500px|Izhmash AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] makes its return in the sequel. It is one of the most expensive primary weapons available to the Security forces, costing 5 Supply. It is usable by the Security Rifleman, Demolitions, Officer, and Observer classes.&lt;br /&gt;
[[Image:ColtM4A1.jpg‎|thumb|none|500px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] replaces the Mk 18 Mod 0 from the original game, appearing as the '''Mk. 18 CQBR'''. As with the M4A1, it somewhat higher-cost than basic rifles for the Security forces, though costs only 4 Supply. It can only be used by the Security Breacher and Advisor classes.&lt;br /&gt;
[[Image:MK18MOD1.jpg|500px|thumb|none|Mk 18 Mod 1 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
Pre-release footage of the loadout menu has shown the [[M16A2]] as a selectable assault rifle; it serves as the Insurgents' counterpart to the [[M16A4]]. The rifles are nearly indentical, save for the M16A2's inability to mount optics beyond a few scopes. It costs 3 Supply and is usable by the Insurgent Rifleman, Demolitions, Officer, and Observer. The M16A2 also gains a heat shield handguard when a launcher is mounted.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|500px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] is seen being used in one of the alpha gameplay footage. It is the cheapest rifle available to the Security forces, costing 3 Supply. It is usable by the Security Rifleman, Demolitions, Observer, and Officer classes.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg‎|thumb|none|500px|Colt M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Advisor class of the Security faction. By default, it has its original green plastic handguard; the Daniel Defense railed forend is used when mounting a laser or light module or adding a vertical grip. Like the Uzi in the previous game, it was a quite favourite workshop mod. The SUSAT scope can also be equipped on the L85 as a unique attachment. It costs 5 Supply.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|450px|L85A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
Another popular weapon mod from the previous game, the [[Heckler &amp;amp; Koch G36K]] is one of the primary weapons available to the Security forces. The ZF optical sight can be equipped on the G36K. It costs 4 Supply and is available to the Security Rifleman, Demolitions, Officer, and Observer classes. Notably, the G36K is prominently used during the tutorial map.&lt;br /&gt;
[[Image:HKG36KR.jpg‎|thumb|none|500px|H&amp;amp;K G36KV - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] makes its return into the sequel. In the gameplay video it is seen being dropped by a dead insurgent. In the final game, it is usable by the Insurgent Rifleman, Demolitions, Observer, and Officer. It costs 4 Supply and cannot be equipped with a grenade launcher, unlike the other rifles available to the Demolitions class.&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|none|500px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H STD==&lt;br /&gt;
Available to the Security's Advisor class, the [[FN SCAR-H]] makes its official debut in ''Sandstorm'' as the '''Mk. 17 Mod 0'''. It costs 3 Supply.&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg‎|thumb|none|500px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==H&amp;amp;K G3A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] officially appears in the game. It is usable by the Security forces' Rifleman, Demolitions, Observer, and Officer classes, and is the only rifle available to the Demolitions class that cannot equip a grenade launcher. It costs 4 Supply.&lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|H&amp;amp;K G3A3 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:INS Sandstorm G3 prerelease.jpg|thumb|none|600px|Pre-release image of the G3A3 equipped with a vertical grip and Russian PO scope.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 1 Enhanced Battle Rifle==&lt;br /&gt;
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 1 EBR]] makes its way back from the previous title. It is available only to the Security Marksman class and costs 5 Supply.&lt;br /&gt;
[[Image:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Norinco SKS-D==&lt;br /&gt;
The [[SKS|Norinco SKS-D]] returns from the previous game. It still has a &amp;quot;paratrooper&amp;quot; barrel, but now it also has its bayonet. Like in the previous game, it uses 20-round magazines, and the bolt still incorrectly locks open upon firing the last shot despite the lack of a bolt hold open on Chinese AK mag SKS models. It is available to the Insurgents' Adviser class.&lt;br /&gt;
[[Image:NorincoSKS-D.jpg‎|thumb|none|500px|Norinco SKS-D - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==M249-E2 SAW==&lt;br /&gt;
The [[M249_SAW#M249-E1 / M249-E2 / M249 Paratrooper SAW |M249]] is seen briefly being held by an insurgent. In the final game, it is the only primary weapon usable by the Security Gunner class, costing 3 Supply. Unlike most weapons, the M249 cannot perform a fast reload.&lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg‎|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] makes its long-awaited arrival to the series in ''Sandstorm.'' It is the Insurgent counterpart to the M249, usable only by the Gunner class. As with the M249, it costs 3 Supply and the player is unable to perform a fast reload while using it.&lt;br /&gt;
[[Image:HungarianPKM.jpg‎|thumb|none|500px|PKM - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] makes its way into the game, replacing the [[Mossberg 590]] from the previous title. It features black furniture with a railed forend and scope rail added to the receiver, with a ghost ring rear sight. Strangely, it utilizes the Rem-Loc stock system found on the 870 MCS variant. This system allows for quick changes of the stock, and comes with its own unique forend, which the game has omitted in place of the police forend. It is usable by the Security Breacher class and costs 2 Supply.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|500px|thumb|none|Remington 870 Express Tactical - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-194==&lt;br /&gt;
Also returning from the 2014 ''Insurgency'' is the Russian [[TOZ-194]] pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 Supply and is available to the Insurgent Breacher.&lt;br /&gt;
[[Image:Toz194.jpg‎|thumb|none|500px|TOZ-194 - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Remington M24==&lt;br /&gt;
The [[Remington_700#M24_Sniper_Weapon_System| Remington M24]] makes its way into the game, replacing the old [[M40| M40A1]]. It costs 2 Supply and can be used with ironsights or a variety of optics, up to and including a 7x scope. It reloads one bullet at a time and is usable only by the Security Marksman class.&lt;br /&gt;
[[Image:Remington M24.jpg|500px|thumb|none|M24 sniper rifle - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant 1891/30==&lt;br /&gt;
The [[Mosin Nagant]] is seen being used in one of the Alpha gameplay footage. By default is the M91/30 rifle with a straight bolt handle, the correct PU scope and turned down bolt handle are appropriately used when opting to use a scope in a fortunate aversion of the bubba-fied Mosin from the previous game. It costs 2 Supply and is usable by the Insurgent Marksman and Advisor classes. If there is not a scope mounted, the rifle can be used with stripper clips for faster reloading while empty, at the cost of extra Supply.&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|500px|Mosin Nagant 1891/30 - 7.62x54mmR]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|500px|Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SVD Dragunov==&lt;br /&gt;
The [[SVD_Dragunov#SVD_Dragunov|Izhmash SVD Dragunov]] is seen in alpha gameplay footage. In the final game, it is available to the Insurgent Marksman and Advisor classes. It can be used with a variety of optics, or even just iron sights.&lt;br /&gt;
[[file:SVD Rifle.jpg|thumb|none|500px|Izhmash SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M3==&lt;br /&gt;
The [[Carl Gustav M3]] is the standard reusable launcher for the Security faction, and appears under its US Army designation as '''M3 MAAWS'''.&lt;br /&gt;
[[Image:CarlGustavM3.jpg|thumb|none|500px|Carl Gustav M3 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
Another veteran from the previous game, the [[M136 AT4]] is also available to the Security Demolition class.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 - 84mm]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust 3==&lt;br /&gt;
The [[Panzerfaust 3]] is available to the Insurgents as their analogue of the AT4, being a single-shot launcher. &lt;br /&gt;
[[Image:PNZFT3.jpg|thumb|none|500px|Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7#RPG-7|RPG-7]] returns from previous games, as the obvious handheld launcher for the Insurgent faction.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK heavy machine gun==&lt;br /&gt;
The [[DShK heavy machine gun| DShKM]] is mounted on the Insurgents' pickup truck.&lt;br /&gt;
[[Image:DShK HMG.jpg|thumb|none|500px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1240517</id>
		<title>Insurgency: Sandstorm</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1240517"/>
		<updated>2018-12-24T20:02:23Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Mosin Nagant 1891/30 */  my mistake, no Mosin for Rifleman&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Insurgency: Sandstorm&lt;br /&gt;
|picture=Insurgency_sandstorm.jpg&lt;br /&gt;
|date= September 2018&lt;br /&gt;
|developer=New World Interactive &lt;br /&gt;
|publisher=New World Interactive&lt;br /&gt;
|platforms=PC &amp;amp; Consoles&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Insurgency: Sandstorm''''' is the sequel to the standalone ''[[Insurgency]]'' game developed on the Source engine. The sequel is being developed on the UE4 Engine, delivering high quality graphic, smooth movements, lager maps usable vehicles, new reload mechanics and much more features to come. The game released on December 12, 2018, following a free Open Beta weekend. As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI co-op mode, playable on each side&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Insurgency: Sandstorm''. '''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Beretta M9== &lt;br /&gt;
A staple sidearm of the series, the [[Beretta M9]] is oddly available to the Insurgent faction rather than the Security (although it is not innaccurate for the Insurgent faction to have plenty of stolen or secondhand older US military hardware). It costs 2 Supply.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
Making its way from [[Day of Infamy]], the [[Browning Hi-Power]] is another Insurgent sidearm. It costs 1 Supply.&lt;br /&gt;
[[Image:BrowningHiPowerStd.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
The classic .45 [[M1911]] returns as the Insurgent's equivalent to the Security's more modern M1911-based pistols. It costs 2 Supply and is currently the hardest-hitting Insurgent pistol.&lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|none|350px|Colt M1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] replaces the [[M45]] from the 2014 title, though the M45 MEU(SOC) can be seen in early development footage of ''Sandstorm''. As with the M1911, it costs 2 Supply.&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[Image:M-45 MEU(SOC).jpg|thumb|none|350px|M45 MEU(SOC) Pistol - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A tan-framed [[Glock 17]] is one of the Security pistols in-game. In earlier footage the Glock had its original designation, but has been since re-indexed as the '''M005''', which maybe derived from the USMC '''M007''' designation of the [[Glock 19|Glock 19M]]. As of a pre-release beta patch, the Glock is unavailable in the final game, to be reworked and re-added sometime after launch.&lt;br /&gt;
[[Image:Glock-17Gen4.jpg|350px|thumb|none|Glock 17 Gen 4 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] is another pistol available to the Insurgents. It is the weakest Insurgent pistol, but also costs 0 Supply.&lt;br /&gt;
[[Image:MakarovPM.jpg|350px|thumb|none|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
Also usable by the Security forces is the [[SIG-Sauer P226R]]. It appears under its UK Army designation as '''L106A1'''. It is the most expensive pistol currently available, costing 3 Supply.&lt;br /&gt;
[[Image:P226R.jpg|350px|thumb|none|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Tariq==&lt;br /&gt;
The Tariq, an Iraqi clone of the [[Beretta M1951]], is another usable sidearm in the game, exclusive to the Security forces. It is the only Security pistol to cost 1 Supply.&lt;br /&gt;
[[Image:Tariq.jpg|350px|thumb|none|Tariq (Iraqi copy of the Beretta M1951) - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
A popular community weapon from the previous game, the [[Heckler &amp;amp; Koch MP7]] makes an official appearance in ''Sandstorm'', and has been seen in several teasers. It is usable by the Security forces' Breacher class and uses its flush 20-round magazine, with the 40-round extended magazine being available for extra Supply. The base gun costs 4 Supply.&lt;br /&gt;
[[Image:H&amp;amp;K MP71A1.jpg|400px|thumb|none|H&amp;amp;K MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] also makes its official appearance in the game (although in the last game, there is a Steam Workshop mod that replaced the [[MP40]] with the Uzi) and is seen being held by an insurgent shooting from a moving car. A lower-profile, optics friendly charging handle very similar in appearance to the one used on the Uzi in ''[[Battlefield Hardline]]'' replaces the default Uzi cocking knob. The Uzi is one of the few open-bolt weapons in the game and costs 3 Supply, and is usable only by the Insurgents' Breacher class.&lt;br /&gt;
[[Image:Uzi.jpg|400px|thumb|none|IMI UZI - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74|AK-74N]] is seen briefly in the hands of some insurgent soldiers and being dropped by dead operators. The rifle costs 4 Supply and is usable by the Insurgents' Rifleman, Demolitions, Officer, and Observer classes.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] returns in the sequel. The rifle is available for the Insurgents' Advisor and Breacher classes, and costs 4 Supply.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|500px|thumb|none|Izhmash AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] is seen briefly in the gameplay trailers in the hands of an Insurgent. The rifle is one of the cheapest Insurgent weapons available, costing 3 Supply. It is usable by the Rifleman, Demolitions, Officer, and Observer classes.&lt;br /&gt;
[[Image:AKMS.jpg|thumb|none|500px|Izhmash AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] makes its return in the sequel. It is one of the most expensive primary weapons available to the Security forces, costing 5 Supply. It is usable by the Security Rifleman, Demolitions, Officer, and Observer classes.&lt;br /&gt;
[[Image:ColtM4A1.jpg‎|thumb|none|500px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] replaces the Mk 18 Mod 0 from the original game, appearing as the '''Mk. 18 CQBR'''. As with the M4A1, it somewhat higher-cost than basic rifles for the Security forces, though costs only 4 Supply. It can only be used by the Security Breacher and Advisor classes.&lt;br /&gt;
[[Image:MK18MOD1.jpg|500px|thumb|none|Mk 18 Mod 1 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
Pre-release footage of the loadout menu has shown the [[M16A2]] as a selectable assault rifle; it serves as the Insurgents' counterpart to the [[M16A4]]. The rifles are nearly indentical, save for the M16A2's inability to mount optics beyond a few scopes. It costs 3 Supply and is usable by the Insurgent Rifleman, Demolitions, Officer, and Observer. The M16A2 also gains a heat shield handguard when a launcher is mounted.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|500px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] is seen being used in one of the alpha gameplay footage. It is the cheapest rifle available to the Security forces, costing 3 Supply. It is usable by the Security Rifleman, Demolitions, Observer, and Officer classes.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg‎|thumb|none|500px|Colt M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Advisor class of the Security faction. By default, it has its original green plastic handguard; the Daniel Defense railed forend is used when mounting a laser or light module or adding a vertical grip. Like the Uzi in the previous game, it was a quite favourite workshop mod. The SUSAT scope can also be equipped on the L85 as a unique attachment. It costs 5 Supply.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|450px|L85A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
Another popular weapon mod from the previous game, the [[Heckler &amp;amp; Koch G36K]] is one of the primary weapons available to the Security forces. The ZF optical sight can be equipped on the G36K. It costs 4 Supply and is available to the Security Rifleman, Demolitions, Officer, and Observer classes. Notably, the G36K is prominently used during the tutorial map.&lt;br /&gt;
[[Image:HKG36KR.jpg‎|thumb|none|500px|H&amp;amp;K G36KV - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] makes its return into the sequel. In the gameplay video it is seen being dropped by a dead insurgent. In the final game, it is usable by the Insurgent Rifleman, Demolitions, Observer, and Officer. It costs 4 Supply and cannot be equipped with a grenade launcher, unlike the other rifles available to the Demolitions class.&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|none|500px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H STD==&lt;br /&gt;
Available to the Security's Advisor class, the [[FN SCAR-H]] makes its official debut in ''Sandstorm'' as the '''Mk. 17 Mod 0'''. It costs 3 Supply.&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg‎|thumb|none|500px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==H&amp;amp;K G3A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] officially appears in the game. It is usable by the Security forces' Rifleman, Demolitions, Observer, and Officer classes, and is the only rifle available to the Demolitions class that cannot equip a grenade launcher. It costs 4 Supply.&lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|H&amp;amp;K G3A3 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:INS Sandstorm G3 prerelease.jpg|thumb|none|600px|Pre-release image of the G3A3 equipped with a vertical grip and Russian PO scope.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 1 Enhanced Battle Rifle==&lt;br /&gt;
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 1 EBR]] makes its way back from the previous title. It is available only to the Security Marksman class and costs 5 Supply.&lt;br /&gt;
[[Image:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Norinco SKS-D==&lt;br /&gt;
The [[SKS|Norinco SKS-D]] returns from the previous game. It still has a &amp;quot;paratrooper&amp;quot; barrel, but now it also has its bayonet. Like in the previous game, it uses 20-round magazines, and the bolt still incorrectly locks open upon firing the last shot despite the lack of a bolt hold open on Chinese AK mag SKS models. It is available to the Insurgents' Adviser class.&lt;br /&gt;
[[Image:NorincoSKS-D.jpg‎|thumb|none|500px|Norinco SKS-D - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==M249-E2 SAW==&lt;br /&gt;
The [[M249_SAW#M249-E1 / M249-E2 / M249 Paratrooper SAW |M249]] is seen briefly being held by an insurgent. In the final game, it is the only primary weapon usable by the Security Gunner class, costing 3 Supply. Unlike most weapons, the M249 cannot perform a fast reload.&lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg‎|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] makes its long-awaited arrival to the series in ''Sandstorm.'' It is the Insurgent counterpart to the M249, usable only by the Gunner class. As with the M249, it costs 3 Supply and the player is unable to perform a fast reload while using it.&lt;br /&gt;
[[Image:HungarianPKM.jpg‎|thumb|none|500px|PKM - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] makes its way into the game, replacing the [[Mossberg 590]] from the previous title. It features black furniture with a railed forend and scope rail added to the receiver, with a ghost ring rear sight. Strangely, it utilizes the Rem-Loc stock system found on the 870 MCS variant. This system allows for quick changes of the stock, and comes with its own unique forend, which the game has omitted in place of the police forend. It is usable by the Security Breacher class and costs 2 Supply.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|500px|thumb|none|Remington 870 Express Tactical - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-194==&lt;br /&gt;
Also returning from the 2014 ''Insurgency'' is the Russian [[TOZ-194]] pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 Supply and is available to the Insurgent Breacher.&lt;br /&gt;
[[Image:Toz194.jpg‎|thumb|none|500px|TOZ-194 - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Remington M24==&lt;br /&gt;
The [[Remington_700#M24_Sniper_Weapon_System| Remington M24]] makes its way into the game, replacing the old [[M40| M40A1]]. It costs 2 Supply and can be used with ironsights or a variety of optics, up to and including a 7x scope. It reloads one bullet at a time and is usable only by the Security Marksman class.&lt;br /&gt;
[[Image:Remington M24.jpg|500px|thumb|none|M24 sniper rifle - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant 1891/30==&lt;br /&gt;
The [[Mosin Nagant]] is seen being used in one of the Alpha gameplay footage. By default is the M91/30 rifle with a straight bolt handle, the correct PU scope and turned down bolt handle are appropriately used when opting to use a scope in a fortunate aversion of the bubba-fied Mosin from the previous game. It costs 2 Supply and is usable by the Insurgent Marksman and Advisor classes. If there is not a scope mounted, the rifle can be used with stripper clips for faster reloading while empty, at the cost of extra Supply.&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|500px|Mosin Nagant 1891/30 - 7.62x54mmR]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|500px|Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SVD Dragunov==&lt;br /&gt;
The [[SVD_Dragunov#SVD_Dragunov|Izhmash SVD Dragunov]] is seen in alpha gameplay footage. In the final game, it is available to the Insurgent Marksman and Advisor classes. It can be used with a variety of optics, or even just iron sights.&lt;br /&gt;
[[file:SVD Rifle.jpg|thumb|none|500px|Izhmash SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M3==&lt;br /&gt;
The [[Carl Gustav M3]] is the standard reusable launcher for the Security faction, and appears under its US Army designation as '''M3 MAAWS'''.&lt;br /&gt;
[[Image:CarlGustavM3.jpg|thumb|none|500px|Carl Gustav M3 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
Another veteran from the previous game, the [[M136 AT4]] is also available to the Security Demolition class.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 - 84mm]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust 3==&lt;br /&gt;
The [[Panzerfaust 3]] is available to the Insurgents as their analogue of the AT4, being a single-shot launcher. &lt;br /&gt;
[[Image:PNZFT3.jpg|thumb|none|500px|Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7#RPG-7|RPG-7]] returns from previous games, as the obvious handheld launcher for the Insurgent faction.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK heavy machine gun==&lt;br /&gt;
The [[DShK heavy machine gun| DShKM]] is mounted on the Insurgents' pickup truck.&lt;br /&gt;
[[Image:DShK HMG.jpg|thumb|none|500px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1239583</id>
		<title>Insurgency: Sandstorm</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1239583"/>
		<updated>2018-12-19T19:49:27Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: Since the game's out, decided to take a go at filling in class/cost info. Still forgetting a few, will try to touch up soon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Insurgency: Sandstorm&lt;br /&gt;
|picture=Insurgency_sandstorm.jpg&lt;br /&gt;
|date= September 2018&lt;br /&gt;
|developer=New World Interactive &lt;br /&gt;
|publisher=New World Interactive&lt;br /&gt;
|platforms=PC &amp;amp; Consoles&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Insurgency: Sandstorm''''' is the sequel to the standalone ''[[Insurgency]]'' game developed on the Source engine. The sequel is being developed on the UE4 Engine, delivering high quality graphic, smooth movements, lager maps usable vehicles, new reload mechanics and much more features to come. The game released on December 12, 2018, following a free Open Beta weekend. As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI co-op mode, playable on each side&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Insurgency: Sandstorm''. '''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Beretta M9== &lt;br /&gt;
A staple sidearm of the series, the [[Beretta M9]] is oddly available to the Insurgent faction rather than the Security (although it is not innaccurate for the Insurgent faction to have plenty of stolen or secondhand older US military hardware). It costs 2 Supply.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
Making its way from [[Day of Infamy]], the [[Browning Hi-Power]] is another Insurgent sidearm. It costs 1 Supply&lt;br /&gt;
[[Image:BrowningHiPowerStd.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
The classic .45 [[M1911]] returns as the Insurgent's equivalent to the Security's more modern M1911-based pistols. It costs 2 Supply and is currently the hardest-hitting Insurgent pistol&lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|none|350px|Colt M1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] replaces the [[M45]] from the 2014 title, though the M45 MEU(SOC) can be seen in early development footage of ''Sandstorm''. As with the M1911, it costs 2 Supply&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[Image:M-45 MEU(SOC).jpg|thumb|none|350px|M45 MEU(SOC) Pistol - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A tan-framed [[Glock 17]] is one of the Security pistols in-game. In earlier footage the Glock had its original designation, but has been since re-indexed as the '''M005''', which maybe derived from the USMC '''M007''' designation of the [[Glock 19|Glock 19M]]. As of a pre-release beta patch, the Glock is unavailable in the final game, to be reworked and re-added sometime after launch&lt;br /&gt;
[[Image:Glock-17Gen4.jpg|350px|thumb|none|Glock 17 Gen 4 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] is another pistol available to the Insurgents. It is the weakest Insurgent pistol, but also costs 0 Supply&lt;br /&gt;
[[Image:MakarovPM.jpg|350px|thumb|none|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
Also usable by the Security forces is the [[SIG-Sauer P226R]]. It appears under its UK Army designation as '''L106A1'''. It is the most expensive pistol currently available, costing 3 Supply.&lt;br /&gt;
[[Image:P226R.jpg|350px|thumb|none|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Tariq==&lt;br /&gt;
The Tariq, an Iraqi clone of the [[Beretta M1951]], is another usable sidearm in the game, exclusive to the Security forces. It is the only Security pistol to cost 1 Supply&lt;br /&gt;
[[Image:Tariq.jpg|350px|thumb|none|Tariq (Iraqi copy of the Beretta M1951) - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
A popular community weapon from the previous game, the [[Heckler &amp;amp; Koch MP7]] makes an official appearance in ''Sandstorm'', and has been seen in several teasers. It is usable by the Security forces' Breacher class and uses its flush 20-round magazine, with the 40-round extended magazine being available for extra Supply. The base gun costs 4 Supply&lt;br /&gt;
[[Image:H&amp;amp;K MP71A1.jpg|400px|thumb|none|H&amp;amp;K MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] also makes its official appearance in the game (although in the last game, there is a Steam Workshop mod that replaced the [[MP40]] with the Uzi) and is seen being held by an insurgent shooting from a moving car. When mounting optics, a lower-profile charging handle is used, very similar in appearance to the one used on the Uzi in ''[[Battlefield Hardline]]''. The Uzi is one of the few open-bolt weapons in the game and costs 3 Supply, and is usable only by the Insurgents' Breacher class&lt;br /&gt;
[[Image:Uzi.jpg|400px|thumb|none|IMI UZI - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74|AK-74N]] is seen briefly in the hands of some insurgent soldiers and being dropped by dead operators. The rifle costs 4 Supply and is usable by the Insurgents' Rifleman, Demolitions, Officer, and Observer classes&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] returns in the sequel. The rifle is available for the Insurgents' Advisor and Breacher classes, and costs 4 Supply&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|500px|thumb|none|Izhmash AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] is seen briefly in the gameplay trailers in the hands of an Insurgent. The rifle is one of the cheapest Insurgent weapons available, costing 3 Supply. It is usable by the Rifleman, Demolitions, Officer, and Observer classes&lt;br /&gt;
[[Image:AKMS.jpg|thumb|none|500px|Izhmash AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] makes its return in the sequel. It is one of the most expensive primary weapons available to the Security forces, costing 5 Supply. It is usable by the Security Rifleman, Demolitions, Officer, and Observer classes&lt;br /&gt;
[[Image:ColtM4A1.jpg‎|thumb|none|500px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] replaces the Mk 18 Mod 0 from the original game, appearing as the '''Mk. 18 CQBR'''. As with the M4A1, it somewhat higher-cost than basic rifles for the Security forces, though costs only 4 Supply. It can only be used by the Security Breacher and Advisor classes&lt;br /&gt;
[[Image:MK18MOD1.jpg|500px|thumb|none|Mk 18 Mod 1 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
Pre-release footage of the loadout menu has shown the [[M16A2]] as a selectable assault rifle; it serves as the Insurgents' counterpart to the [[M16A4]]. The rifles are nearly indentical, save for the M16A2's inability to mount optics beyond a few scopes. It costs 3 Supply and is usable by the Insurgent Rifleman, Demolitions, Officer, and Observer. The M16A2 also gains a heat shield handguard when a launcher is mounted&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|500px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] is seen being used in one of the alpha gameplay footage. It is the cheapest rifle available to the Security forces, costing 3 Supply. It is usable by the Security Rifleman, Demolitions, Observer, and Officer classes&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg‎|thumb|none|500px|Colt M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Advisor class of the Security faction. By default, it has its original green plastic handguard; the Daniel Defense railed forend is used when mounting a laser or light module or adding a vertical grip. Like the Uzi in the previous game, it was a quite favourite workshop mod. The SUSAT scope can also be equipped on the L85 as a unique attachment. It costs 5 Supply&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|450px|L85A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
Another popular weapon mod from the previous game, the [[Heckler &amp;amp; Koch G36K]] is one of the primary weapons available to the Security forces. The ZF optical sight can be equipped on the G36K. It costs 4 Supply and is available to the Security Rifleman, Demolitions, Officer, and Observer classes. Notably, the G36K is prominently used during the tutorial map&lt;br /&gt;
[[Image:HKG36KR.jpg‎|thumb|none|500px|H&amp;amp;K G36KV - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] makes its return into the sequel. In the gameplay video it is seen being dropped by a dead insurgent. In the final game, it is usable by the Insurgent Rifleman, Demolitions, Observer, and Officer. It costs 4 Supply and cannot be equipped with a grenade launcher, unlike the other rifles available to the Demolitions class&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|none|500px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H STD==&lt;br /&gt;
Available to the Security's Advisor class, the [[FN SCAR-H]] makes its official debut in ''Sandstorm'' as the '''Mk. 17 Mod 0'''. It costs 3 Supply&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg‎|thumb|none|500px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==H&amp;amp;K G3A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] officially appears in the game. It is usable by the Security forces' Rifleman, Demolitions, Observer, and Officer classes, and is the only rifle available to the Demolitions class that cannot equip a grenade launcher. It costs 4 Supply&lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|H&amp;amp;K G3A3 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:INS Sandstorm G3 prerelease.jpg|thumb|none|600px|Pre-release image of the G3A3 equipped with a vertical grip and Russian PO scope.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 1 Enhanced Battle Rifle==&lt;br /&gt;
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 1 EBR]] makes its way back from the previous title. It is available only to the Security Marksman class and costs 5 Supply&lt;br /&gt;
[[Image:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Norinco SKS-D==&lt;br /&gt;
The [[SKS|Norinco SKS-D]] returns from the previous game. It still has a &amp;quot;paratrooper&amp;quot; barrel, but now it also has its bayonet. Like in the previous game, it uses 20-round magazines, and the bolt still incorrectly locks open upon firing the last shot despite the lack of a bolt hold open on Chinese AK mag SKS models. It is available to the Insurgents' Advisor class&lt;br /&gt;
[[Image:NorincoSKS-D.jpg‎|thumb|none|500px|Norinco SKS-D - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==M249-E2 SAW==&lt;br /&gt;
The [[M249_SAW#M249-E1 / M249-E2 / M249 Paratrooper SAW |M249]] is seen briefly being held by an insurgent. In the final game, it is the only primary weapon usable by the Security Gunner class, costing 3 Supply. Unlike most weapons, the M249 cannot perform a fast reload&lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg‎|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] makes its long-awaited arrival to the series in ''Sandstorm.'' It is the Insurgent counterpart to the M249, usable only by the Gunner class. As with the M249, it costs 3 Supply and the player is unable to perform a fast reload while using it&lt;br /&gt;
[[Image:HungarianPKM.jpg‎|thumb|none|500px|PKM - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] makes its way into the game, replacing the [[Mossberg 590]] from the previous title. It features black furniture with a railed forend and scope rail added to the receiver, with a ghost ring rear sight. Strangely, it utilizes the Rem-Loc stock system found on the 870 MCS variant. This system allows for quick changes of the stock, and comes with its own unique forend, which the game has omitted in place of the police forend. It is usable by the Security Breacher class and costs 2 Supply&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|500px|thumb|none|Remington 870 Express Tactical - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-194==&lt;br /&gt;
Also returning from the 2014 ''Insurgency'' is the Russian [[TOZ-194]] pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 Supply and is available to the Insurgent Breacher&lt;br /&gt;
[[Image:Toz194.jpg‎|thumb|none|500px|TOZ-194 - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Remington M24==&lt;br /&gt;
The [[Remington_700#M24_Sniper_Weapon_System| Remington M24]] makes its way into the game, replacing the old [[M40| M40A1]]. It costs 2 Supply and can be used with ironsights or a variety of optics, up to and including a 7x scope. It reloads one bullet at a time and is usable only by the Security Marksman class&lt;br /&gt;
[[Image:Remington M24.jpg|500px|thumb|none|M24 sniper rifle - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant 1891/30==&lt;br /&gt;
The [[Mosin Nagant]] is seen being used in one of the Alpha gameplay footage. By default is the M91/30 rifle with a straight bolt handle, the correct PU scope and turned down bolt handle are appropriately used when opting to use a scope in a fortunate aversion of the bubba-fied Mosin from the previous game. It costs 2 Supply and is usable by the Insurgent Marksman class, along with the Rifleman, Demolitions, Officer, and Observer. If there is not a scope mounted, the rifle can be used with stripper clips for faster reloading while empty, at the cost of extra Supply&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|500px|Mosin Nagant 1891/30 - 7.62x54mmR]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|500px|Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SVD Dragunov==&lt;br /&gt;
The [[SVD_Dragunov#SVD_Dragunov|Izhmash SVD Dragunov]] is seen in alpha gameplay footage. In the final game, it is available to the Insurgent Marksman and Advisor classes. It can be used with a variety of optics, or even just ironsights&lt;br /&gt;
[[file:SVD Rifle.jpg|thumb|none|500px|Izhmash SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M3==&lt;br /&gt;
The [[Carl Gustav M3]] is the standard reusable launcher for the Security faction, and appears under its US Army designation as '''M3 MAAWS'''.&lt;br /&gt;
[[Image:CarlGustavM3.jpg|thumb|none|500px|Carl Gustav M3 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
Another veteran from the previous game, the [[M136 AT4]] is also available to the Security Demolition class.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 - 84mm]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust 3==&lt;br /&gt;
The [[Panzerfaust 3]] is available to the Insurgents as their analogue of the AT4, being a single-shot launcher. &lt;br /&gt;
[[Image:PNZFT3.jpg|thumb|none|500px|Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7#RPG-7|RPG-7]] returns from previous games, as the obvious handheld launcher for the Insurgent faction.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK heavy machine gun==&lt;br /&gt;
The [[DShK heavy machine gun| DShKM]] is mounted on the Insurgents' pickup truck.&lt;br /&gt;
[[Image:DShK HMG.jpg|thumb|none|500px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User:Fox_the_MP5_Fanatic&amp;diff=1239580</id>
		<title>User:Fox the MP5 Fanatic</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User:Fox_the_MP5_Fanatic&amp;diff=1239580"/>
		<updated>2018-12-19T19:25:21Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi... I'm generally quiet and reserve my edits for trivia and games I like&lt;br /&gt;
&lt;br /&gt;
Favorite firearms: StG-44, M1911, Five-Seven, MP9, QBZ-95, QBU-88, QJY-88&lt;br /&gt;
&lt;br /&gt;
I typically try to post relevant updates for Payday 2, and on occasion other games I've played before. My memory's usually solid&lt;br /&gt;
&lt;br /&gt;
Currently playing Insurgency: Sandstorm and Payday 2&lt;br /&gt;
&lt;br /&gt;
My Steam page can be found here, if you're interested: http://steamcommunity.com/id/burmecian_fox/&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=1134150</id>
		<title>Team Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=1134150"/>
		<updated>2017-10-22T16:14:24Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: Jungle Inferno updates to a few things. Nothing big&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tf2 standalonebox.jpg|thumb|right|300px|''Team Fortress 2'' (2007)]]&lt;br /&gt;
&lt;br /&gt;
'''''Team Fortress 2''''' is a Source engine first-person shooter created by Valve. As the name implies, the action is team-based, with both teams composed of nine distinct classes divided into offensive, defensive, and support categories. The game is well known for its dark humor, infinite fan-controversy and incredibly lazy, if hilarious, animations.&lt;br /&gt;
&lt;br /&gt;
The game's art style is a distinctive cartoonish take on Sixties espionage; the designs of the game's weapons are stylized versions of familiar designs.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game Team Fortress 2:''' &lt;br /&gt;
&lt;br /&gt;
= Shared Weapons =&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The secondary weapon for the Engineer and Scout classes, the Pistol is a mixture of the [[Makarov PM]], [[Walther PPK]], and [[Smith &amp;amp; Wesson 61 Escort]]. It possesses the Makarov's slide, trigger, upper frame, the PPK's ejection port, handle, handgrips, and the S&amp;amp;W's trigger guard.&lt;br /&gt;
&lt;br /&gt;
It lacks power and has only average accuracy, but has good range and is semi-automatic with a very fast reload time for its twelve-round magazine. The light-traveling Scout carries three extra magazines, and the ever-prepared Engineer carries sixteen extra magazines and two-thirds of one more.&lt;br /&gt;
&lt;br /&gt;
The Pistol is an excellent alternative to finish off an enemy instead of reloading the shotgun, defend oneself when retreating, or for picking off enemies at a distance.&lt;br /&gt;
&lt;br /&gt;
Interestingly, early [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] shows that there was originally supposed to be a sidearm based on the [[SIG P210]].&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|left|300px|none|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:WaltherPPK.jpg|thumb|left|300px|none|Walther PPK - .380 ACP]]&lt;br /&gt;
[[Image:S&amp;amp;W61Escort.jpg‎|thumb|left|300px|none|Smith &amp;amp; Wesson 61 Escort - .22 Long Rifle (Blank adapted movie gun)]]&lt;br /&gt;
[[Image:Engineer_Pistol.jpg|thumb|left|400px|none|In-game model, simply called &amp;quot;Pistol&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Pistol Ingame.jpg|thumb|left|500px|none|The Engineer holds his Pistol in-game in his optional prosthetic &amp;quot;Gunslinger&amp;quot; hand]]&lt;br /&gt;
[[File:TF2 - Pistol Taunt Ingame.jpg|thumb|left|500px|none|An Engineer taunts while holding the Pistol in his prosthetic &amp;quot;Gunslinger&amp;quot; hand.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Luger P08 ==&lt;br /&gt;
&lt;br /&gt;
Max's signature &amp;quot;Lugermorph&amp;quot; sidearm in the ''Sam and Max: Freelance Police'' series appears as an unlockable secondary weapon for the Scout (and the Engineer after the July 1st 2010 update) for players who pre-ordered ''Sam &amp;amp; Max: The Devil's Playhouse'' or bought it within the first week of its release, or by winning it from Max in the game ''Poker Night at the Inventory''. Based on the [[Luger P08]], the Lugermorph is only a cosmetic reskin of the regular Pistol.&lt;br /&gt;
&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:Weapon lugermorph.png|thumb|400px|none|Max's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2Lugermorph1stPerson.jpg|thumb|400px|none|The Luger P08 in first person.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
A sawed-off [[Ithaca 37]] &amp;quot;Shotgun&amp;quot; is the Engineer's primary weapon and the secondary weapon for the Soldier, Pyro, and Heavy. Although it is his primary weapon, the Engineer uses it primarily in self-defense and in defense of his buildings. At close range, the Shotgun deals great damage, but falls off noticeably at mid range. The other classes that use the Shotgun as a secondary have highly-damaging primary weapons and use the Shotgun to finish off injured opponents or to conserve primary weapon ammo. In the Soldier's Shotgun taunt, he fires three shots in the manner of a twenty-one-gun salute, though no ammo is expended and causes no damage. Also when drawing it, the Pyro will rack the slide, which the other classes don't do.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca m37sawedoff.jpg|thumb|none|400px|Ithaca 37 with sawed-off stock and barrel - 12 Gauge]]&lt;br /&gt;
[[Image:Engineer_Shotgun.jpg|thumb|400px|none|Notice that the Shotgun's ejection port is on the left side, not the bottom like the real Ithaca 37, but oddly ejects to the right in-game.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheSpy.jpg|thumb|500px|none|The Soldier racks the Ithaca 37's pump action after he deals with a Spy in ''Meet the Spy''.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheScout.jpg|thumb|500px|none|The Heavy shoulders his Ithaca 37 in ''Meet the Scout''. Note that his ring-finger fills up the entire trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Mossberg 500 ==&lt;br /&gt;
&lt;br /&gt;
There are two shotguns in the game that bear a resemblance to the [[Mossberg 500]]. &amp;quot;The Family Business&amp;quot; is an unlockable secondary weapon for the Heavy, is fitted with wooden furniture and tubular stock and a safety selector mounted on the left side of the receiver above the trigger. It holds eight rounds (the highest ammo capacity of all the shotguns in the game) and appears to be 20 gauge, since it does less damage per shot. Due to a bug, spent shells from &amp;quot;The Family Business&amp;quot; are ejected from the center of the screen, appearing out of thin air. In addition, the pump has no animation; the whole weapon moves back and forth instead of the pump. It fires 15% faster than the default Shotgun&lt;br /&gt;
&lt;br /&gt;
The other shotgun is the &amp;quot;Reserve Shooter&amp;quot;, which features a green frame with a white star inside of a ring similar to the symbol seen on US Army vehicles in World War II, a green USMC-style barrel clamp, wooden sawed-off stock, and wooden forend. Originally available exclusively to the Soldier, recent updates allowed it to be used by the Pyro as well. It only holds four rounds, and for five seconds after drawing it will deliver mini-crits to targets in mid-air, though only ones launched as a result of knockback, such as explosives. As of the Jungle Inferno Update on October 20 of 2017, it cannot mini-crit airblasted targets, but does get mini-crits on enemy Pyros who are flying with the Thermal Thruster jetpack. As another effect, the user will switch to the weapon 20% faster. Interestingly, the weapon has an ejection port on the left side, but ejects spent shells to the right when fired. The &amp;quot;Reserve Shooter&amp;quot; also makes a distinctly deeper sound when fired that is noticeably different from most of the other shotguns in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Persuader&amp;quot; with high-capacity magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:TF2-The Family Business.jpg|thumb|none|400px|&amp;quot;The Family Business&amp;quot;]]&lt;br /&gt;
[[File:TF2 - FamilyBusiness Taunt Ingame.jpg|thumb|none|500px|A Heavy taunts with the &amp;quot;Family Business.&amp;quot; Note the Soviet hammer and sickle symbol on the stock.]]&lt;br /&gt;
[[File:TF2ReserveShooterConceptArt.jpg|thumb|none|400px|Concept art for the Reserve Shooter.]]&lt;br /&gt;
[[File:TF2ReserveShooterReload.jpg|thumb|none|500px|Reloading the Reserve Shooter.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The &amp;quot;Panic Attack&amp;quot; shotgun is based off a [[Winchester Model 1897]] in it's famous &amp;quot;Trench Gun&amp;quot; configuration, with a sawed down stock and a drum magazine loaded into the bayonet mount. The weapon acts similarly to the Soldier's Beggar's Bazooka, having the player load in rounds and firing them off in a quick succession. The weapon also loads shells 50% faster than the Ithaca 37 listed above. The weapon also fires faster as the player's health gets lower, but accuracy decreases as well.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|none|400px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 Gauge.]]&lt;br /&gt;
&lt;br /&gt;
= Scout =&lt;br /&gt;
&lt;br /&gt;
== COP 357 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Shortstop,&amp;quot; a pearl-gripped derringer based on the [[COP 357 Derringer|COP 357]] with a single external hammer, is one of the Scout's unlockable primary weapons. It has a tighter spread than the Scattergun, fires 75% faster, and reloads in one second, but inflicts 20% less damage overall and only loads four rounds. It is the only primary weapon based on a secondary. Though the Shortstop seems to fire .357 Magnum rounds loaded with &amp;quot;snake shot&amp;quot; instead of bullets, it used to draw from the same ammunition pool as the Pistol, Lugermorph, or Winger, which has been changed. The Shortstop currently has the unique feature of enabling the Scout to do a shove attack at an enemy in front of him, though it increases all knockback force taken by 20% while active.&lt;br /&gt;
&lt;br /&gt;
[[Image:N-copb.jpg|thumb|none|300px|COP 357 - .357 Magnum]]&lt;br /&gt;
[[Image:Tf2derringer.jpg|thumb|none|300px|The Shortstop]]&lt;br /&gt;
[[File:TF2 - Shortstop Ingame.jpg|thumb|none|500px|The Shortstop in-game. Clearly visible here is the weapon's external hammer ,which isn't lined up with any of the barrels, leaving one to guess at the weapon's internal workings.]]&lt;br /&gt;
[[File:TF2 - Shortstop 3rdP Ingame.jpg|thumb|none|500px|The Scout holds his Shortstop on pl_upward.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 3032 Tomcat ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winger&amp;quot; resembles a [[Beretta 3032 Tomcat]] with a radiation hazard symbol on the grips and yellow wings imprinted at the rear of the slide and a squared back-end with no external hammer. It is an unlockable secondary weapon for Scout, which inflicts 15% more damage per shot than the Pistol, but only loads five rounds. It also increases the user's maximum jump height by 25%.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta3032TomcatSS.jpg|thumb|none|300px|Beretta 3032 Tomcat in Stainless Steel - .32 ACP]]&lt;br /&gt;
[[File:TF2 - Winger Ingame.jpg|thumb|none|500px|The Winger ingame.]]&lt;br /&gt;
[[File:TF2 - Winger 3rdP Ingame.jpg|thumb|none|500px|Third-person shot of the Winger.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Model 1908 Vest Pocket ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Pretty Boy's Pocket Pistol&amp;quot; is based on the [[Colt Model 1908 Vest Pocket]] with wood grips. The pistol's name is inspired by notorious gangster Charles &amp;quot;Pretty Boy&amp;quot; Floyd. The weapon also shares the same reloading animation as the Scout's default pistol. It fires 10% slower than the normal Pistol and holds only 9 rounds in the magazine, but can heal the Scout for up to 7 health per hit.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt1908pocket.jpg|thumb|none|300px|Colt Model 1908 Vest Pocket with wood grips .25 ACP]]&lt;br /&gt;
[[File:TF2PrettyBoysPocketPistol.jpg|thumb|none|500px|The Colt Model 1908 in first person.]]&lt;br /&gt;
[[File:TF2Colt1908PromoImage.jpg|thumb|none|500px|Promo image for the Colt M1908.]]&lt;br /&gt;
&lt;br /&gt;
== Fictional Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's default primary weapon is a sawed-off double-barreled &amp;quot;Scattergun&amp;quot; with an integral six-round drum magazine and lever action.&lt;br /&gt;
&lt;br /&gt;
Oddly, the Scout never actually loads new shells into the weapon; he simply works the lever to eject spent shells (perhaps due to a bug, the shells are ejected facing backward), which replaces them with fresh ammo. The Scattergun is one of a few weapons that has unique damage ramp-up at short range, having a higher upper cap than even other shotguns&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2 Scattergun.jpg|thumb|none|450px|The Scattergun]]&lt;br /&gt;
[[File:TF2 - DoubleBarrel MeetTheScout.jpg|thumb|none|500px|The Scout readies his Scattergun in ''Meet the Scout''.]]&lt;br /&gt;
[[File:TF2 - Scattergun Ingame.jpg|thumb|none|500px|A burning Scout flies through the air, holding his Scattergun, on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's initial unlockable primary weapon is a [[12 Gauge Double Barreled Shotgun]] with sawed-off barrels called the &amp;quot;Force-A-Nature.&amp;quot; Compared to the Scattergun, it has a higher rate of fire and fires more pellets per shot, but does slightly less damage per pellet and only holds two shots at a time. Targets hit at close range are knocked back a considerable distance; if the Scout fires it in mid-air, he is knocked back as well, which can be used to give the Scout a third jump.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Soda Popper&amp;quot; is a haphazardly-repaired Force-A-Nature with a can of Crit-a-Cola taped under the barrels replacing the foregrip. The Soda Popper reloads 25% faster than the Force-A-Nature and fires 50% faster than the Scattergun. Equipping the Popper gives the Scout a &amp;quot;Hype&amp;quot; meter, filled by moving and jumping, and if activated when full will allow him to jump five extra times in mid-air until the boost ends.&lt;br /&gt;
&lt;br /&gt;
Both the Force-A-Nature and Soda Popper only load two shots, and reloading while one round is left wastes the unfired round. The Soda Popper's shells have radiation hazard symbols on the bases.&lt;br /&gt;
	 	&lt;br /&gt;
[[Image:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|A Stevens 1960s SBS 12 gauge with the barrels sawed-off, similar to the Force-A-Nature, but less compact and cartoonishly proportioned.]]&lt;br /&gt;
[[Image:TF2 Force-A-Nature.jpg|thumb|none|400px|The Force-A-Nature]]&lt;br /&gt;
[[File:TF2 - ForceANature Ingame.jpg|thumb|none|500px|The Force-A-Nature in-game.]]&lt;br /&gt;
[[File:TF2 - ForceANature Taunt Ingame.jpg|thumb|none|500px|A Scout taunts with the Force-A-Nature on pl_hoodoo_final.]]&lt;br /&gt;
[[File:TF2SodaPoperPromoImage.jpg|thumb|none|400px|Promo image for the Soda Popper.]]&lt;br /&gt;
[[File:TF2SodaPoper1stPerson.jpg|thumb|none|500px|Soda Popper in 1st person.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1887 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Love and War Update, the &amp;quot;Back Scatter&amp;quot; appears to be a [[Winchester Model 1887]] with an [[MG15 machine gun|MG15]] style magazine, as well as a sawed-off barrel and stock. The &amp;quot;Back Scatter&amp;quot; works similarly to the Pyro's &amp;quot;Backburner&amp;quot; flame thrower, dealing out more damage if the enemy is shot from behind. Enemies shot from behind within roughly thirty feet suffer mini-crits, though the weapon cannot inflict random critical hits and is twenty percent less accurate than the normal Scattergun. Just like the Scout's default Scattergun, the weapon is reloaded by cycling the lever action, with no new shells shown being loaded into the weapon.&lt;br /&gt;
[[Image: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;
[[Image:TF2BackScatter.JPG|thumb|none|400px|The Back Scatter]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the [[Browning Auto-5]] appears as an unlockable primary weapon for the Scout, referred to in-game as the &amp;quot;Baby Face's Blaster&amp;quot;. The weapon has a lever-action loop, integral drum magazine and a &amp;quot;mare's leg&amp;quot; style sawed-off stock &amp;amp; barrel. It functions similar to the default Scattergun, though reduces Scout's initial speed by 10% and holds only 4 shells. However, dealing damage with the weapon fills a &amp;quot;Boost&amp;quot; meter, which allows the Scout to run faster, up to a max of double speed at full Boost. The boost is partly lost when jumping and when taking damage. The name is inspired from infamous gangster &amp;quot;Baby-Face Nelson&amp;quot;. It also has a similar firing sound as the &amp;quot;Reserve Shooter&amp;quot; mentioned above.&lt;br /&gt;
&lt;br /&gt;
[[Image:RemingtonRiot11.jpg|thumb|none|350px|Browning Auto-5 12 gauge]]&lt;br /&gt;
[[File:TF2Auto51stPerson.jpg|thumb|none|500px|The Auto-5 in first person.]]&lt;br /&gt;
[[File:TF2BabyFace'sBlasterPromoImage.jpg|thumb|none|500px|Promo image for the Baby Face Blaster.]]&lt;br /&gt;
&lt;br /&gt;
=  Soldier =&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The Soldier's primary weapon is the &amp;quot;Rocket Launcher.&amp;quot; Unlike its single-shot real-life counterpart, the [[RPG-7]], the Rocket Launcher can pack four rockets at a time inside the tube and it has its grip orientation reversed. The game allows for &amp;quot;rocket jumping,&amp;quot; wherein a Soldier shoots towards the ground as he jumps, using the blast from the explosion to propel himself through the air over large distances and obstacles. The rockets, along with the Demoman's grenades, are the most damaging weapons in the game: a critical shot from either is usually enough to take out any enemy player in the blast radius. It is worth noting, however, that  [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] features the correct grip orientation, along with a scope and front sight.&lt;br /&gt;
&lt;br /&gt;
A craftable or purchased variant called &amp;quot;Rocket Jumper&amp;quot; comes with forty spare rounds but inflicts no damage. It is intended for players to use for rocket jumping practice.&lt;br /&gt;
&lt;br /&gt;
The unlockable &amp;quot;Direct Hit&amp;quot; resembles the Soldier's original Rocket Launcher but with a fatter body, slimmed-down exhaust tube, and a (cosmetic) targeting scope. The Direct Hit has 30% of the Rocket Launcher's splash radius, but its rockets travel 80% faster (roughly 84 mph).&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Soldier_Rocket_Launcher.jpg|thumb|none|400px|none|The cartoonish Rocket Launcher from ''Team Fortress 2''.]]&lt;br /&gt;
[[Image:6h875v5.jpg|thumb|none|500px|none|This is all that's left of a BLU Engineer after being insta-gibbed with the Rocket Launcher.]]&lt;br /&gt;
[[File:TF2 - RPG Trailer2.jpg|thumb|none|500px|none|Multiple soldiers holding the RPG-7-based weapon in ''Trailer 2''. The rocket on the end of the tube made its resemblance to the RPG-7 even closer, and was removed prior to the game's release.]]&lt;br /&gt;
[[Image:TF2-Direct Hit.jpg|thumb|none|400px|none|The &amp;quot;Direct Hit&amp;quot;.]]&lt;br /&gt;
[[File:TF2 - DirectHit Ingame.jpg|thumb|none|500px|none|The Soldier with the &amp;quot;Direct Hit&amp;quot; on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== M202 FLASH ==&lt;br /&gt;
&lt;br /&gt;
A single-barreled version of the [[M202 FLASH]] rocket launcher without the scope is an unlockable Soldier weapon called &amp;quot;The Black Box.&amp;quot; It restores up to 20 health per rocket fired, but only holds 3 rockets.&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2_FLASH.JPG|thumb|none|350px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[Image:TF2-Black Box.jpg|thumb|none|350px|The &amp;quot;Black Box&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Blackbox Ingame.jpg|thumb|none|500px|A Soldier carries the Black Box on ctf_turbine.]]&lt;br /&gt;
&lt;br /&gt;
== M20A1 &amp;quot;Super Bazooka&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Liberty Launcher&amp;quot; is an unlockable rocket launcher for the Soldier. Although made as an ambiguous old [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|&amp;quot;Bazooka&amp;quot;]] type weapon, it is notably based on the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;#M20A1/A1B1 &amp;quot;Super Bazooka&amp;quot;(3.5&amp;quot; Rocket)|M20A1 &amp;quot;Super Bazooka&amp;quot;]] with many elements from the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1 &amp;quot;Bazooka&amp;quot;]] and [[RPG-7]]. It holds one extra rocket and its rockets fly 40% faster than the basic Rocket Launcher's but they deal 25% less damage.&lt;br /&gt;
&lt;br /&gt;
[[Image:M20A1.gif|thumb|none|450px|M20A1 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Bazookasmithsonian.jpg|thumb|none|450px|M1 Bazooka - 2.36&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:TF2-Liberty Launcher.jpg |thumb|none|450px|The &amp;quot;Liberty Launcher&amp;quot;]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher Ingame.jpg|thumb|none|500px|The &amp;quot;Liberty Launcher&amp;quot; ingame.]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher 3rdP Ingame.jpg|thumb|none|500px|Third Person view of the &amp;quot;Liberty Launcher&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Beggar's Bazooka ==&lt;br /&gt;
&lt;br /&gt;
A fictional rocket launcher that was added in the Pyromania Update; the &amp;quot;Beggar's Bazooka&amp;quot; is a rocket launcher that the Soldier constructed out of assorted salvaged materials. A distinctive feature of this weapon is the ability to fire three rockets in a 'burst mode', dealing devastating damage to all but the strongest enemies. Accidentally loading a fourth rocket will cause an explosion in the launcher, damaging the Soldier and removing one stored rocket. The weapon cannot regain ammunition from friendly Dispensers when held out, and differs from all other rocket launchers in that it features a small degree of random projectile spread&lt;br /&gt;
&lt;br /&gt;
[[File:TF2BeggersBazooka.jpg|thumb|none|500px|Beggar's Bazooka.]]&lt;br /&gt;
[[File:TF2BeggersBazooka1stPerson.jpg|thumb|none|500px|First-person view of the Beggar's Bazooka]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 Hand Grenade ==&lt;br /&gt;
&lt;br /&gt;
The Soldier wears two [[Mk 2 hand grenade]]s strapped to his chest. He uses them as demonstration aids in the ''Meet the Soldier'' promotional video. He only uses them in-game as part of his &amp;quot;kamikaze&amp;quot; taunt: he pulls the pin on one and waits, killing himself and any enemy within a six foot radius. The grenades appear to have an overall black coloration with an orange/yellow band around the body. In another taunt, the Soldier will juggle these grenades and extra ammo for his Rocket Launcher.&lt;br /&gt;
&lt;br /&gt;
[[Image:MKIITrainingGrenade.jpg|thumb|none|150px|Mk 2 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:TF2SoldierNades.JPG|thumb|none|500px|The Soldier with his hand grenades in ''Meet the Soldier''.]]&lt;br /&gt;
&lt;br /&gt;
= Pyro =&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
&lt;br /&gt;
The Pyro's primary weapon is a custom-built flamethrower. It uses a propane tank as a fuel source and a team-colored gasoline pump handle for a trigger assembly. Enemies hit with the flame from the weapon will instantly ignite and take additional damage for approximately three to ten seconds unless extinguished (with the exception of other Pyros, who do not burn). The alternate fire emits a blast of propellant that can extinguish burning teammates (rewarding the Pyro with a small health bonus), bounce enemies, and deflect non-hitscan projectiles (i.e. everything except bullets). There are four (not including reskins) alternate flamethrowers available, the Backburner, the Degreaser, the Phlogistinator, and the Dragon's Fury.&lt;br /&gt;
&lt;br /&gt;
The Backburner is distinguished by a crudely-made team-colored dragon head welded over the muzzle. It always inflicts critical hits from behind (hence the name), but uses 50 ammo per airblast and cannot get random critical hits.&lt;br /&gt;
&lt;br /&gt;
The Degreaser is comprised of a gas pump, car muffler, exhaust pipe, a team-colored fire extinguisher, and stove top burner. When equipped, the Pyro will switch to it 60% faster than the other flamethrowers, though it deals 66% less damage via afterburn and uses 25 ammo for every airblast instead of 20&lt;br /&gt;
&lt;br /&gt;
The Phlogistinator is a steampunk ray gun. It does not have an airblast, but features a critical boost called &amp;quot;Mmmph&amp;quot;, filled by burning enemies. When full, the Pyro can taunt to use the boost, giving guaranteed critical hits until it wears off (as well as invulnerability during the taunt itself), though it cannot get random critical hits&lt;br /&gt;
&lt;br /&gt;
The Dragon's Fury is a bulkier flamethrower design with a much longer muzzle, and holds a magazine of only 40 units as opposed to 200. Instead of a cone of flame, it fires a fast-moving medium-range fire blast and has a short repressurization cooldown between uses. A successful hit will cause 50% faster repressurization, and the weapon deals +300% damage against burning targets. Airblast uses only a single ammo unit, as with the fire blast, but causes repressurization to be 50% slower&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|400px|A BLU Pyro firing the Flamethrower in ''Meet the Soldier'']]&lt;br /&gt;
[[File:TF2FlameThrower1stPerson.jpg|thumb|none|400px|1st person view of the Flame Thrower.]]&lt;br /&gt;
[[File:TF2FlameThrowerPromoImage.jpg|thumb|none|400px|Promo image of the Pyro holding the Flame Thrower.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Flare Gun&amp;quot; is an unlockable secondary weapon for the Pyro. It is an oversized, elongated flare gun in team colors. It has an overall appearance similar to the [[Orion Flare Gun]] with the latching mechanism of the [[M8 flare pistol]]. Enemies hit with its projectiles (with the exception of other Pyros) are set on fire, and it inflicts a critical hit on a target that is already on fire.&lt;br /&gt;
&lt;br /&gt;
The Über Update added the &amp;quot;Detonator,&amp;quot; a modified flare gun that allows its user to detonate its rounds in mid-flight, though it deals 25% less damage than the Flare Gun. Targets in the blast radius are set alight just as if they had taken a direct hit. The Pyro wielding it suffers 50% more damage from his own weapons, making premature detonation a serious matter. Skilled Pyros can also use the Detonator to launch themselves into the air in a similar manner to the Soldier and Demoman using their rocket launcher and sticky launcher. Unlike the Flare Gun, the Detonator will only get mini-crits on burning targets. As of the Jungle Inferno Update, all flare guns deal a fixed 7.5 seconds of afterburn to ignited foes&lt;br /&gt;
&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|400px|none|Orion Flare Gun - 12 Gauge]]&lt;br /&gt;
[[Image:The_Tf2_Flare_Gun.jpg|thumb|400px|none|&amp;quot;The Flare Gun.&amp;quot; Note that the breech latch seems to be based on that of the [[M8 Flare Pistol]].]]&lt;br /&gt;
[[File:TF2 - Flaregun Ingame.jpg|thumb|500px|none|The Flare Gun in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Scorch Shot ==&lt;br /&gt;
&lt;br /&gt;
A third flare gun added as part of the Pyromania Update is the &amp;quot;Scorch Shot.&amp;quot; It is overall grey in color with an orange band around the muzzle. In addition to setting enemies on fire, it also knocks them backwards, similar to the effects of the Scout's Force-A-Nature shotgun. The projectiles fired by the Scorch Shot will bounce off whatever they hit, and can injure the Pyro who fired them if they hit him (such as if he fires at a wall directly in front of himself). Taunting with the Scorch Shot will perform his 'execution' taunt, wherein the Pyro stands side-on to wherever he's aiming at the time and draws down with the Scorch Shot, firing a single round. Like other attack taunts in the game, the 'execution' taunt will kill enemies hit by it at close range, while only doing normal damage at a distance (it is also the only taunt attack that consumes ammo; expending one round per taunt). The flares fired by the Scorch Shot will also destroy sticky bombs, just like the Demoman's Scottish Resistance mentioned below. They also deal 35% less damage than the Flare Gun and will do mini-crit damage to burning targets, just like the Detonator&lt;br /&gt;
&lt;br /&gt;
[[File:TF2SorchShot.jpg|thumb|400px|none|The Scorch Shot.]]&lt;br /&gt;
[[File:TF2SorchShot1stPerson.jpg|thumb|400px|none|First-person view of the Scorch Shot]]&lt;br /&gt;
&lt;br /&gt;
==Incendiary Grenade==&lt;br /&gt;
&lt;br /&gt;
The Pyro wears three cylindrical grenades strapped to his chest. Given that most of the Pyro's weapons are fire-based, it's reasonable to assume these are supposed to be incendiary grenades; their shape is similar to the [[AN/M14 incendiary grenade]]. They have black bodies with an orange/yellow band and spoons.&lt;br /&gt;
&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 Incendiary Grenade]]&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|500px|A view of the incendiary grenades on the chest of a BLU Pyro in ''Meet the Soldier'']]&lt;br /&gt;
&lt;br /&gt;
= Demoman =&lt;br /&gt;
&lt;br /&gt;
==Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The Demoman's primary weapon is a grenade launcher that appears to be an amalgamation of several designs. In particular, it has the rotary magazine and break-open reloading of a [[Milkor MGL]] attached to the stock, handguard, and front leaf sight of an [[M79 grenade launcher]]. Despite being modeled with a six-round cylinder, the weapon only holds a maximum of four grenades, due to the fact that it originally held six, but the model was never updated. The launcher fires team-colored grenades that detonate after a few seconds' delay or on impact with an enemy.&lt;br /&gt;
&lt;br /&gt;
A popular tactic with this weapon is to lob volleys of grenades like mortar rounds at dug-in enemies to soften up their defenses prior to an assault.&lt;br /&gt;
&lt;br /&gt;
[[File:MMGLMk1.jpg|thumb|none|350px|Milkor MGL - 40mm]]&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Grenade Launcher .jpg|thumb|none|350px|The Grenade Launcher from ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2DemoNade.JPG|thumb|none|500px|The Demoman's grenade launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[File:TF2 - M79 MeetTheDemoman.jpg|thumb|none|500px|The Demoman holds his launcher in ''Meet the Demoman''.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Loch-n-Load&amp;quot; is a craftable or purchased primary weapon for the Demoman. It resembles a double-barreled M79 grenade launcher arranged in an over/under configuration. The weapon only holds three (yes, three) grenades compared to the Grenade Launcher, but grenades deal 20% more damage to buildings only and fly 25% faster, similar to the Direct Hit. However, grenades fired will shatter harmlessly unless hitting an enemy player or building, and have a 25% smaller explosion range on a direct hit. Its double-barreled model was originally due to its former capacity of only two grenades, much like the regular Grenade Launcher displaying six chambers rather than four, but this has been changed as of December 22, 2014.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Loch n' Load.jpg|thumb|none|350px|The Loch-n-Load]]&lt;br /&gt;
[[File:TF2 - Lochnload Ingame.jpg|thumb|none|500px|A Demoman carries the Loch-n-Load grenade launcher in the BLU spawn room on ctf_turbine. Note how the front sight is out of alignment with the mounting bracket; this is a bug that was caused by an update after the Loch-n-Load was released]]&lt;br /&gt;
&lt;br /&gt;
== Sticky Bomb Launcher ==&lt;br /&gt;
&lt;br /&gt;
The secondary weapon of the Demoman is a drum-fed grenade launcher known as the Sticky Bomb Launcher. It holds up to 8 sticky bombs at a time which stick to non-moving surfaces and are manually detonated by the player. The range of the weapon can be increased by holding down the fire button, making the bombs fly further when they're finally fired. The Demoman reloads this weapon by ratcheting a charging handle mounted on the left side above the trigger. Like the Scout's Scattergun, no new ammo is seen being loaded into the launcher during reloading. Like the Soldier's Rocket Launcher, the Demoman can 'sticky-jump' by jumping just as he detonates a sticky bomb under his feet. Two specialized versions of the Sticky Bomb Launcher are also available; the &amp;quot;Scottish Resistance&amp;quot;, which has a higher rate of fire, the ability to set more bombs, and the ability to detonate individual bombs by aiming at them (which can also destroy enemy sticky bombs) and the &amp;quot;Sticky Jumper&amp;quot; which fires sticky bombs that do no damage at all and are used solely for executing sticky jumps.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2StickyBombLauncher.jpg|thumb|none|400px|]]&lt;br /&gt;
[[Image:TF2StickyLauncher.JPG|thumb|none|500px|A Sticky Bomb Launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2ScotResist.JPG|thumb|none|500px|A Scottish Resistance in ''Team Fortress 2''. Note that the front sights seem to have been replaced with a laser pointer taped atop the muzzle, also the model itself is lower quality than the Sticky Bomb Launcher.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate ==&lt;br /&gt;
&lt;br /&gt;
Released alongside the Loch-n-Load, the &amp;quot;Ullapool Caber&amp;quot; is a Mann Co.-branded [[Model 24 Stielhandgranate]] with black tape around the grip. The Demoman does not throw it (as one would expect a Scot to throw a caber or a sober man to throw a grenade); he swings it as a melee weapon. The first hit with the Caber against an enemy or solid object causes it to detonate, propelling the Demoman into the air and leaving him with a weak melee weapon (if he survives the fall) until he respawns or resupplies.&lt;br /&gt;
&lt;br /&gt;
[[Image:24-43 grenade.jpg|thumb|none|350px|Model 24 Stielhandgranate High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:TF2-Ullapool Caber.jpg|thumb|none|300px|The Ullapool Caber]]&lt;br /&gt;
[[File:TF2 - Telefonmast Ingame.jpg|thumb|none|500px|The Demoman swings the Ullapool Caber.]]&lt;br /&gt;
&lt;br /&gt;
= Heavy =&lt;br /&gt;
&lt;br /&gt;
== Multi-Barrel Miniguns ==&lt;br /&gt;
&lt;br /&gt;
The Heavy's signature weapon is &amp;quot;Sasha,&amp;quot; a portable minigun based on a [[GE M134 Minigun]] with Dillon Aero flash suppressors and a white 200-round ammunition drum, in a configuration probably based on the feed system used by the [[M61 Vulcan]] mounted on the F/A-18. Heavy claims that she weighs 150 kilograms (roughly 331 pounds) and fires $200 custom-tooled cartridges at 10,000 RPM (in-game, she fires at 2,400 RPM). Given a complete M134 minigun (sans ammunition) only weighs 61 pounds, this implies Sasha fires something much larger than the standard 7.62mm NATO. Heavy has to ready Sasha before she can fire; while her barrels spin, Heavy's movement speed is reduced to 47%. The weapon also has lessened damage and accuracy for a short time after being spun.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Natascha&amp;quot; is an unlockable primary weapon for Heavy. Natascha has a black ammo drum and an external feed mechanism. Hits from Natascha reduce the target's movement speed, but she requires 30% more spin-up time and inflicts 25% less damage. As an additional upside, Natascha gives the Heavy 20% damage resistance when fully spun-up&lt;br /&gt;
&lt;br /&gt;
Winning against the Heavy in the crossover poker game ''Poker Night at the Inventory'' unlocks a Minigun called the &amp;quot;Iron Curtain.&amp;quot; Heavy claims he made it himself from Soviet iron and mahogany from Alexander II's favorite chair and it displays the hammer and sickle on the drum. The Iron Curtain is a cosmetic reskin of Sasha.&lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M61-FA-18.jpg|thumb|none|400px|M61 Vulcan in the mounting used by the F/A-18 Hornet - 20x102mm]]&lt;br /&gt;
[[Image:Minigun.png|thumb|none|400px|none|Sasha, a minigun.]]&lt;br /&gt;
[[File:TF2IronCurtain.jpg|thumb|none|400px|none|The Iron Curtain.]]&lt;br /&gt;
[[Image:Natascha.png|thumb|none|400px|none|Natascha, also a minigun.]]&lt;br /&gt;
[[File:TF2 - Minigun Trailer2.jpg|thumb|none|500px|none|The Heavy fires Sasha in ''Trailer 2''. This was before the game's release, showing that this particular weapon is one of the few that did not go through any more design changes.]]&lt;br /&gt;
[[File:TF2 - Minigun2 Ingame.jpg|thumb|none|500px|none|A burning Heavy fires Natascha on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Sascha Taunt Ingame.jpg|thumb|none|500px|none|Heavy loves his gun.]]&lt;br /&gt;
&lt;br /&gt;
== 1861 Gatling Gun == &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Brass Beast&amp;quot; is another unlockable primary weapon for the Heavy, based on an 1860's [[Gatling Gun]]. It appears to have a Broadwell drum modified with an ammo chain rather than gravity-feeding and is electric-powered instead of hand-cranked. It does 25% more damage than Sasha but requires 50% more spin-up time and reduces Heavy's movement speed 60%, making it more of a stationary defensive weapon. To complement this, it also gives the Heavy a 20% damage resistance buff when fully spun-up&lt;br /&gt;
&lt;br /&gt;
[[Image:Gatling_gun_1865.jpg|thumb|none|400px|An 1865 Gatling Gun - .45-70]]&lt;br /&gt;
[[Image:BrassBeast.jpg|thumb|none|400px|none|The Brass Beast]]&lt;br /&gt;
[[File:TF2 - BrassBeast Taunt Ingame.jpg|thumb|none|500px|none|Heavy also loves this gun. Note how the ammo chain and magazine clip through the Heavy's right arm.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
&lt;br /&gt;
An enlarged, highly-modified [[Thompson Submachine Gun#M1928/M1928A1 Thompson|M1928A1 Thompson]] called &amp;quot;Tomislav&amp;quot; is a purchased alternate primary weapon for the Heavy. All that remains of the base Tommy gun are its receiver, handguard, and barrel; the feed mechanism and trigger have been altered to resemble Sasha's two-hundred-round drum and chainsaw grip. The Tomislav has a 20% slower rate of fire but is readied 20% faster and has no spin-up sound, and has 20% less spread than the Minigun. It is the only weapon in the game depicted by default with a fitted sling.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Tomislav.jpg|thumb|none|400px|Tomislav]]&lt;br /&gt;
&lt;br /&gt;
= Engineer =&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 (Full length) == &lt;br /&gt;
&lt;br /&gt;
The Engineer's first unlockable primary weapon is a full-length Ithaca 37 with an engraved receiver and team-colored capacitor called &amp;quot;Frontier Justice.&amp;quot; Instead of regular critical hits, Frontier Justice earns two &amp;quot;Revenge Crits&amp;quot; for every Sentry kill and one for assists, to a maximum of thirty-five, awarded when the Sentry is destroyed. Despite having an extended magazine tube, it has half the magazine size of the regular shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Image:IthacaExtMagTub.jpg|thumb|none|400px|Ithaca 37 with extended magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:Frontierjustice.PNG|thumb|none|400px|The &amp;quot;Frontier Justice&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Ithaca37 Ingame.jpg|thumb|none|500px|An Engineer fires the &amp;quot;Frontier Justice&amp;quot; on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 mac Trailer.jpg|thumb|none|500px|The Engineer chambers a round in the Frontier Justice during the ''Mac Trailer'', which was released to announce the porting of numerous Valve Software games to the Apple OS.]]&lt;br /&gt;
&lt;br /&gt;
== SRM Arms Model 1208 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered ''[[Deus Ex: Human Revolution]]'' earned the &amp;quot;[[Deus_Ex:_Human_Revolution#SRM_Arms_Model_1208|Widowmaker]]&amp;quot; (itself based on the [[SRM Arms 1200 Series Shotguns|SRM Arms Model 1208]]) in Genuine quality as an alternate primary weapon for the Engineer. For other players, it can be obtained in Unique quality via the drop system, trading, or buying it in the in-game store. Each shot consumes thirty units of the Engineer's metal and returns one unit for every point of damage dealt. The sound effect for pumping the shotgun plays when the Widowmaker is drawn, despite it not requiring loading. The weapon also deals 10% extra damage if fired at an enemy currently being targeted by the owner's sentry gun&lt;br /&gt;
&lt;br /&gt;
[[File:SRM 1208.jpg|thumb|none|400px|SRM Arms Model 1208 - 12 Gauge]]&lt;br /&gt;
[[File:Widowmaker.jpg|thumb|none|400px|The Widowmaker]]&lt;br /&gt;
[[File:TF2Widowmaker1stPerson.jpg|thumb|none|400px|FPS view.]]&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun ==&lt;br /&gt;
&lt;br /&gt;
The Engineer's signature weapon is an automated Sentry Gun that can be upgraded with twin [[M134 Minigun]]s. The missile launcher on the level 3 sentry appears not to be based on any real model. An unlockable secondary weapon for the Engineer called the &amp;quot;Wrangler&amp;quot; is a remote control that allows him to take manual control of his Sentry Gun to engage enemies outside the Sentry's normal detection range and reduce damage it takes, though it also reduces repairing done.&lt;br /&gt;
&lt;br /&gt;
[[File:M134.JPG|thumb|none|400px|none|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[Image:Sentry_gun.jpg|500px|thumb|none|At level 2, the Sentry Gun acquires a pair of miniguns.]]&lt;br /&gt;
[[File:TF2 - SentryLevel3 Minigun MeetTheSpy.jpg|thumb|none|500px|none|A level 3 Sentry as seen in ''Meet the Spy''. Were this an actual game, the Sentry would have detected the Spy in the background and opened fire.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper =&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's secondary weapon is a submachine gun called &amp;quot;SMG.&amp;quot; It combines the general shape and distinctive front sight of a [[MAT-49]] with the rear sight, magazine, and bolt of an [[M1A1 Thompson]]. It deals very low damage and has average accuracy, but its very rapid fire can pile on damage quickly if aimed well. It has a twenty-five-round magazine and the Sniper carries three more. Like the other Support and Defense classes, the Sniper isn't meant to go into the front lines with this weapon, but rather be able to defend himself during medium-range combat when there isn't enough time to snipe an incoming enemy.&lt;br /&gt;
&lt;br /&gt;
[[Image:MAT-49.jpg|thumb|none|400px|MAT-49 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with thirty-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:Sniper_SMG.jpg|thumb|500px|none|The Sniper's SMG]]&lt;br /&gt;
[[File:TF2 - SMG Trailer1.jpg|thumb|500px|none|The Scout holds the SMG in ''Trailer 1''. It was originally meant as his primary weapon, but was later switched to the Sniper's secondary weapon.]]&lt;br /&gt;
[[File:TF2 - SMG Ingame.jpg|thumb|500px|none|The SMG in-game.]]&lt;br /&gt;
[[File:TF2 - SMG 3rdP Ingame.jpg|thumb|500px|none|A Sniper wields the SMG on pl_hoodoo_final.]]&lt;br /&gt;
&lt;br /&gt;
== Kimel AP-9 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Cleaner's Carbine&amp;quot; is a submachine gun bearing resemblance to the [[Kimel AP-9]] with a silencer, side-folding wire-frame stock, left-hand ejection port, wood grips, and top-mounted charging handle as seen on the [[Uzi]]. It holds five fewer rounds and fires 35% slower than the standard SMG and cannot deliver random critical hits, rather coming with a &amp;quot;Crikey&amp;quot; meter that fills as the Sniper deals damage with the weapon. When full, the Sniper can activate 8 seconds of mini-crit buff for all his weapons&lt;br /&gt;
&lt;br /&gt;
[[Image:AP9Mini.jpg|thumb|none|300px|Kimel AP-9 9x19mm]]&lt;br /&gt;
[[File:TF2CleanersCarbine1stPerson.jpg|thumb|none|300px|The Cleaner's Carbine in 1st person view.]]&lt;br /&gt;
[[File:TF2CleanersCarbinePromoImage.jpg|thumb|none|300px|Promo image of the Cleaner's Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 Sniper Rifle ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's primary weapon is a &amp;quot;Sniper Rifle&amp;quot; based on the [[Remington 700]] with a visible laser sight and cartoonishly large scope (which looks similar to the AN/PVS-2 Starlight scope but without the night-vision abilities). It only holds one round at a time; the Sniper manually loads a new round every time he opens the bolt. Targeting through the scope will charge the projectile and make it hit harder when fired. After 3.3 seconds, the zoom acquires max charge, enough to take out lower-health classes with a body shot and kill with one headshot even an overhealed Heavy. The rifle can be fired without looking through the scope, but it only inflicts minimum damage and cannot deal headshots. This is the only hitscan weapon in the game (not counting sentries or critical hits) that has no damage falloff (reduced damage over long range).&lt;br /&gt;
&lt;br /&gt;
A bolt-action air rifle based on the default Sniper Rifle called the &amp;quot;Sydney Sleeper&amp;quot; is a purchased alternate primary weapon for the Sniper. It acquires a full charge after 2.8 seconds of zoom, and any enemy target hit when scoped will receive Jarate as well as damage, with the Jarate's duration depending on its charge. The Sydney Sleeper cannot inflict critical hits or headshots, though hitting the target's head will cause a splash of Jarate around them in addition to coating them.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|400px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Sniper_Rifle.jpg|thumb|none|500px|&amp;quot;Sniper Rifle&amp;quot; in ''Team Fortress 2''. The visible laser sight will give away your intentions to attentive opponents.]]&lt;br /&gt;
[[Image:M40SniperRifle.jpg|thumb|none|500px|The Sniper Rifle in-game.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper.jpg|thumb|none|500px|The Sniper is about to realize that his target's ally has spotted him in ''Meet the Sniper''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Trailer2.jpg|thumb|none|500px|The Sniper aims his Sniper Rifle in ''Trailer 2''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Ingame.jpg|thumb|none|500px|A RED Sniper aims his Sniper Rifle on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
==Jezail Musket==&lt;br /&gt;
A centerfire-converted [[Jezail musket]] with an underbarrel laser pointer and magnifying glass scope called the &amp;quot;Bazaar Bargain&amp;quot; is a purchased or crafted alternate primary weapon for the Sniper. It takes 50% longer to charge while zoomed, but every headshot kill decreases the charge by 25% up to a maximum of 200%. Due to a bug, spent casings are ejected from the center of the screen, appearing out of thin air.&lt;br /&gt;
&lt;br /&gt;
[[Image:jezail1.jpg|thumb|none|500px|Jezail musket]]&lt;br /&gt;
[[Image:Bazaar Bargain 1st person.jpg|thumb|none|300px|First person view of the Bazaar Bargain]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
A suppressed [[Walther WA 2000]] known as the &amp;quot;Hitman's Heatmaker&amp;quot; was added in the Pyromania Update. The weapon builds up a &amp;quot;Focus&amp;quot; meter on kills and assists and, once full, charges 25% faster, fires tracer rounds and allows the player to stay scoped after firing. However, it deals 20% less damage on a bodyshot. The weapon also decapitates targets killed with a headshot. &lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker.jpg|thumb|none|300px|The Hitman's Heatmaker.]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker1stPerson.jpg|thumb|none|300px|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
Introduced as a promotional item for pre-orders of ''[[Counter-Strike: Global Offensive]]'', the &amp;quot;AWPer Hand&amp;quot; is a cosmetic reskin of the Sniper Rifle as an [[Accuracy International Arctic Warfare]] fitted with a folded Harris bipod. Its item description references the AW's notoriety in the ''Counter-Strike'' community.&lt;br /&gt;
[[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TF2AWPerHand1stPerson.jpg|thumb|none|300px|The AWPer Hand in first person.]]&lt;br /&gt;
[[File:TF2AWPerHandSniper.jpg|thumb|none|300px|Sniper holds the AWPer Hand in a promotional picture.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
Introduced as part of the Love and War Update, the &amp;quot;Classic&amp;quot; is a sniper rifle made to resemble a long-barreled [[Heckler &amp;amp; Koch G36]] with an olive-drab handguard, stock, and lower receiver. As per all the Sniper's rifles in the game, the Classic is fitted with a laser pointer, the team-colored beam emitting from the top part of the ZF 3x4° dual sight system when the weapon has a fully-charged shot ready to fire. Unlike the Sniper's other rifles, the Classic can be charged and can deal head shots without having to look through the scope (though the Sniper will move slower as if scoped in), and the Sniper can also fire multiple shots while staying scoped-in. Enemies killed by a charged shot from this weapon will be gibbed and leave a brief cloud of red mist where they were killed, though the rifle also deals 10% less damage on bodyshots. The Classic is a throwback to the Sniper Rifle from ''Team Fortress Classic'', which operated with almost identical mechanics and also heavily resembled a G36.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 5.56x45mm]]&lt;br /&gt;
[[Image:TF2G36.JPG|thumb|none|500px|The &amp;quot;Classic&amp;quot; in ''Team Fortress 2''. Note that it has a RIS rail instead of a charging handle.]]&lt;br /&gt;
&lt;br /&gt;
= Spy =&lt;br /&gt;
&lt;br /&gt;
== Colt Python ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Revolver&amp;quot; is a [[Colt Python]] with a six-inch barrel and ivory grips, the Spy's primary weapon. It is fairly strong and has better-than-average range. The Revolver is strong enough at close range to take out the lower-health classes with two or three well-aimed shots. However, its purpose is to have something to fall back on in case of trouble, rather than for attacking.&lt;br /&gt;
 &lt;br /&gt;
[[File:ColtPython&amp;amp;IvoryGrips.jpg|thumb|none|400px|Colt Python with 6&amp;quot; barrel &amp;amp; Ivory Grips- .357 Magnum]]&lt;br /&gt;
[[Image:Spy_Revolver.jpg|thumb|none|400px|The Revolver in Team Fortress 2.]]&lt;br /&gt;
[[Image:Python2.jpg|thumb|none|500px|The Colt Python carried by the Spy while taunting]]&lt;br /&gt;
[[File:TF2 - Revolver Ingame.jpg|thumb|none|500px|A Spy holds his Revolver on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Dan Wesson PPC .357 ==&lt;br /&gt;
&lt;br /&gt;
The Spy's unlockable &amp;quot;Ambassador&amp;quot; is a [[Dan Wesson revolvers#Dan Wesson PPC|Dan Wesson PPC .357]] revolver heavily customized with rosewood grips and engravings on the barrel depicting the Scout's mother. It deals 15% less damage than the Revolver, only inflicts critical hits on headshots, and has a short period of severe inaccuracy right after each shot. The Ambassador is otherwise almost as accurate as the Sniper Rifle, though as of the Jungle Inferno Update this is counterbalanced with a range penalty, removing the critical hit bonus after a certain distance. The Russian &amp;quot;Sniper vs. Spy&amp;quot; page claims that the Ambassador is chambered in .50 caliber.&lt;br /&gt;
&lt;br /&gt;
The Ambassador is missing three things essential to real-life operation (L'Etranger shares these oddities):&lt;br /&gt;
&lt;br /&gt;
* The rear of the barrel is blocked (noticeable during the reload animation) as if it was a deactivated gun. &lt;br /&gt;
*The crane and the ejector rod do not follow the cylinder when it swings out, leaving the cylinder hovering in midair.&lt;br /&gt;
*No bullets are ejected or loaded during its reload; the cylinder is simply opened and then closed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dan Wesson PPC-2.jpg|thumb|none|400px|Dan Wesson PPC Stainless Steel - .357 Magnum]]&lt;br /&gt;
[[Image:Ambassador.png|thumb|400px|none|The Ambassador. Note the odd single-action trigger on a double-action revolver and lack of cylinder latch.]]&lt;br /&gt;
[[image:TF2REVOLVER2.jpg|thumb|none|500px|The Ambassador in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Detective Special ==&lt;br /&gt;
&lt;br /&gt;
The Spy's crafted or purchased &amp;quot;Enforcer&amp;quot; alternate pistol is a stainless [[Colt Detective Special]] with pearl grips. It inflicts 20% more damage than the Revolver but fires 20% slower than the Revolver and does not deal random critical hits. The damage bonus doesn't take effect however unless the player is disguised when they fire the shot (though firing while disguised will drop the disguise).&lt;br /&gt;
&lt;br /&gt;
The Enforcer's hammer and cylinder do not move when firing. When reloading, the bullets appear to float into the cylinder. The weapon also lacks a solid top above the cylinder.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtNickelDS.jpg|thumb|none|300px|Colt Detective Special .38 Special with stainless finish and pearl grips]]&lt;br /&gt;
[[Image:TF2-The Enforcer.jpg|thumb|none|300px|The Enforcer]]&lt;br /&gt;
[[File:TF2 - Enforcer Ingame.jpg|thumb|none|500px|The Enforcer in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Nagant M1895 ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;L'Etranger,&amp;quot; a silver [[Nagant M1895]] revolver with custom engraved ivory grips and an extended barrel, was added during the &amp;quot;Mann-conomy&amp;quot; (Polycount) Update as a new Spy weapon. [http://steamcommunity.com/id/chemicalalia Shaylyn &amp;quot;Chemical Alia&amp;quot; Hamm] created it for the Polycount Pack contest. It restores 15% of the user's cloak charge on hit, but does 20% less damage. It also extends the cloak duration of any Spy watch by 40%.&lt;br /&gt;
&lt;br /&gt;
L'Etranger, unlike the Nagant, loads from a six-round cylinder that flips open for reloading.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo)]]&lt;br /&gt;
[[Image:TF2Nagant.jpg|thumb|none|400px|L'Etranger as seen in the previews]]&lt;br /&gt;
[[File:TF2 - Letranger Ingame.jpg|thumb|none|500px|L'Etranger in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered or bought ''Sam &amp;amp; Max: The Devil's Playhouse'' within the first week of its release earned Sam's signature sidearm, the &amp;quot;Big Kill,&amp;quot; as a replacement primary weapon for the Spy. It is a reskinned Ambassador with the same stats as the Revolver and the same animation bugs as the Ambassador. The gun is based on a [[Smith &amp;amp; Wesson Model 29]], though it is much smaller than its ''Sam &amp;amp; Max'' counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 revolver with 8 3/8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:Weapon thebigkill.png|thumb|400px|none|Sam's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2BigKill1stPerson.jpg|thumb|400px|none|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MCM==&lt;br /&gt;
&lt;br /&gt;
The first ''Team Fortress 2'' trailer showed the Spy wielding a stainless [[Baikal MCM]] &amp;quot;Tranquilizer Gun.&amp;quot; It was replaced with the Revolver by the game's release. The model, though not usable, remains in the game's files.&lt;br /&gt;
&lt;br /&gt;
[[Image:MCM.jpg|thumb|none|400px|Baikal MCM with magazine removed - .22 LR.]]&lt;br /&gt;
[[File:TF2 - Baikal Trailer1.jpg|thumb|none|500px|The Spy holds his Tranquilizer Gun in ''Trailer 1''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==American Derringer Model 1==&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Expiration Date&amp;quot; animation released to promote the Love and War Update, Miss Pauling can be seen wielding a double-barreled derringer that resembles an [[American Derringer Model 1]], albeit scaled up to the size of a normal handgun. This is thus far the only weapon that has appeared in an official animation that is not playable in the game in any form.&lt;br /&gt;
&lt;br /&gt;
[[Image:American Derringer Stainless Steel M-1.jpg|thumb|none|400px|American Derringer Model 1 .45 Long Colt]]&lt;br /&gt;
[[Image:TF2PaulingDerringer.JPG|thumb|none|500px|Miss Pauling with her derringer drawn in the &amp;quot;Expiration Date&amp;quot; animation]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1113678</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1113678"/>
		<updated>2017-06-23T06:26:24Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2.&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Payday 2''' is the sequel to [[Payday: The Heist]]. As with the first game, players may join up to three others in a spree of robberies and other heists to earn money. Payday 2 noticeably features many changes from the first game, among other things the new skill tree. Each of the five trees (the '''Mastermind''', '''Enforcer''', '''Technician''', '''Ghost''', and '''Fugitive''') focuses on differing specializations, though unlike the first game do not grant new weapons for level ups (aside from special examples like the portable saw). Weapons are instead unlocked to purchase by leveling up, which now is done with experience points instead of money. Money is used to buy new weapons, modifications, and masks, though it is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and addons.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 steam group. Entries marked with (**) are DLC (downloadable content) weapons.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
&lt;br /&gt;
The game operates with the heister moving in with 2 weapons, and 2 weapons only. A primary and a secondary. Primaries consist of assault and battle rifles, shotguns, sniper rifles, machine guns, and dual-wielded weapons. Secondaries consist of pistols, machine pistols, and bizarrely, a few chopped down variants of some shotguns and assault rifles. Players can take ammo from enemies, but not weapons, ala [[SWAT 4]] and other such tactical shooters.&lt;br /&gt;
&lt;br /&gt;
Each weapon has its own customization options, though some like the Glock 17 barely have any and others like the M4A1 may have much more than others. In addition to shared items like suppressors, weapons also have their own sets of unique addons, such as extended magazines or different finishes or grips. Mods can be removed from these weapons for no charge, and the mod in question will not be lost, merely returned to the player's inventory. However, re-adding it will again require money, with the exception of certain items that have no cost to equip.&lt;br /&gt;
&lt;br /&gt;
In addition to this, the Gage Weapon Pack #01 DLC introduced select-fire to weapons, and DLC owners unlock access to special addons that enable locking a weapon permanently in one fire mode, along with frag grenades. The later Gage Weapon Pack #02 DLC introduced machine guns and knives to the game. Owners of the Gage Mod Courier DLC are able to unlock a special set of free modifications that are otherwise unobtainable. As a bonus, the pack also comes with extra reticles and colors for all sights, though players without the DLC will still be able to use all the colors and a few of the new reticles. In addition, every weapon DLC pack since (and a few heist DLCs) have had even more new guns and melee weapons, and some lock weapon addons to specific achievements rather than random drops. The Gage Sniper Pack introduced armor-piercing sniper rifles to the game. Finally, a noteworthy addition from the Gage Shotgun Pack DLC is the option to use different shell types for any of the game's shotguns. &lt;br /&gt;
&lt;br /&gt;
About 90% of the firearms in Payday 2 are capable of performing a faster &amp;quot;tactical reload&amp;quot; (i.e. reload when the magazine isn't emptied) in addition to the &amp;quot;dry&amp;quot; animation. All this does is reducing the reloading time, however, as none of the firearms are coded to retain the round currently in battery, meaning there is no &amp;quot;one round in the chamber&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The October 22, 2014 patch introduced akimbo weapons, which are wielded as primary weapons but are mostly identical to their single-wielded versions (aside to obvious penalties to their accuracy and recoil control). This list of weapons has expanded over time to include seven sets of pistols and three sets of sub-machine guns. Formerly, only players that had the Hitman perk deck or the Akimbo skill were able to use these weapons, though as of Update 100 (June 2, 2016) any player may use them without any skill investment at all&lt;br /&gt;
&lt;br /&gt;
As of Update #65 (The first person animation update) All base game guns (except for the Taurus Raging Bull aka Bronco .44) and some DLC weapons have received new first person animations, most notably new reloading animations. Also with this update magazines now actually have fully modeled bullets in them. On top of that, weapons with translucent magazines like the JP36 (G36K), Commando 553 (SG 552-2), Kobus 90 (P90) etc. also have actual rounds modeled that visibly deplete as the gun is fired.&lt;br /&gt;
&lt;br /&gt;
As of early June of 2017, all former DLC is now a single collection called the Ultimate Edition. All DLC information listed in this article is relevant to the DLC as it was originally packaged, as no other changes have been made aside from the name (and all DLC tags in-game being changed to Ultimate Edition tags)&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
As of update 61, it is now possible to dual-wield (or Akimbo) a select few of the handguns in-game. The Akimbo handguns are used as primary weapons. It is not possible to akimbo all handguns or a combination of two different pistols. &lt;br /&gt;
&lt;br /&gt;
The handguns that can be dual-wielded are listed below in their respective entry.&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The first weapon the new players can use alongside the Colt Model 733 is a [[Glock 17]]. It is given to the player for free as soon as they start the game and goes by the name &amp;quot;Chimano 88&amp;quot; as a reference to &amp;quot;Pistol 88&amp;quot;, the Swedish army's designation for the Glock 17. In the early days of Payday 2, the Glock 17's tactical use is as limited as it's selection of mods, only being able to use one of three suppressors, though additional mods compatible with it has since been added. &lt;br /&gt;
&lt;br /&gt;
It has damage and accuracy stats very slightly below most 9mm pistols in the game but it boasts a huge ammo pool and top notch concealment. The pistol has a 17 round magazine capacity which would be correct if it weren't for the extended base plate that ''should'' add two more rounds, but it doesn't. &lt;br /&gt;
It is one of eight pistols that can be dual-wielded.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note extended +2 magazine base plate that's not factored into the weapons capacity. Also note that the pistol doesn't have any markings whatsoever on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the dry mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release. This animation is reused on all Glocks in-game and also the Beretta 92FS Centurion.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached (and low quality) Streamlight TLR 1 weaponlight, they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17; like regular cops, they never use the weaponlight either. This is also great view of the higher quality NPC Streamlight TLR 1 weaponlight model only provided in some of Overkill's renders.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G17 Akimbo.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G17 Akimbo holding.jpg|thumb|600px|none|Bonnie dual-wielding her Glock 17s.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo aiming.jpg|thumb|600px|none|Aiming the pistols produces this perspective, as common in video games. The same applies to all akimbo pistols in-game.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine into the first Glock 17...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading2.jpg|thumb|600px|none|...then the second...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading3.jpg|thumb|600px|none|...then chambering said rounds. While difficult to see, if one looks closely it's possible to see that the character will use their index finger to flick the slide release on the left pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] is unlocked at reputation level 2, and is much more customizable than the starting Glock 17. It goes by the name &amp;quot;Crosskill&amp;quot; as in the first game. The pistol holds 10 rounds in a 7 or 8-round magazine. Modifiying the pistol with the &amp;quot;12rnd Mag.&amp;quot;, modeled off the extended Kimber 10-round magazine, will actually give it a 16 round capacity. &lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP]]&lt;br /&gt;
[[File:PD2 1911 left.jpg|thumb|none|600px|Note the that 1911 is one of only three pistols in-game modeled with a threaded barrel.]]&lt;br /&gt;
[[File:PD2 1911 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine that has bullets textured inside in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The Lightweight Operator on a loading screen.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 1911LO Akimbo.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo misc1.jpg|thumb|600px|none|Inspecting the Lightweight Operators. Note that the grip-safety isn't depressed, which wouldn't allow the gun to fire. Also note that Bonnie is bending her thumbs freakishly far.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot; and is unlocked at level 6. It has an incorrect 14-round capacity instead of 15. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday.&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:PD2 92FS left.jpg|thumb|none|600px|Note that for some reason it's modeled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release, but still has a groove for the 92FS' proper thumb release.]]&lt;br /&gt;
[[File:PD2 92FS right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 92FS Akimbo.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 92FS Akimbo misc1.jpg|thumb|600px|none|Dallas with his duel Beretta 92FS Centurions and Chains with his M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, again known as the &amp;quot;Bronco .44&amp;quot; but now featuring its full-length barrel by default. It holds 6 rounds and is unlocked at level 6. An early patch added street cops carrying this weapon. It is also notably used by the female FBI Agent enemies in the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. &lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:PD2 RBull left.jpg|thumb|none|600px|Note that the hammer is in SA mode but the trigger is in DA. Somehow the hammer cocks itself after each shot.]]&lt;br /&gt;
[[File:PD2 RBull right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RBull holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RBull iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 RBull reloading1.jpg|thumb|none|600px|Reloading. The spent cases drop out by themselves smoothly in perfect formation.]]&lt;br /&gt;
[[file:PD2 RBull reloading2.jpg|thumb|none|600px|Loading in six new rounds with an invisible speed loader. [[Half-Life 2#Colt Python|The Freeman is pleased]].]]&lt;br /&gt;
[[file:PD2 RBull reloading3.jpg|thumb|none|600px|Then snapping the cylinder shut with a flick of the wrist, which is no small feat considering the Raging Bull's frontal latch. This animation is reused on the Taurus 4510 PLYFS.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at level 29 and, similarly to its appearance in the first game's &amp;quot;Wolf Pack&amp;quot; DLC, is known as the &amp;quot;STRYK 18c&amp;quot; (Stryk is swedish and can be translated as &amp;quot;beating&amp;quot;) It still features a high rate of fire, decent damage, and low accuracy. It holds 20 rounds in a 19 round magazine. Notably, it is one of three non-LMG guns in the game that cannot equip modifications to lock it in one firing mode, and one of the two among them that is capable of selective fire.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G18 left.jpg|thumb|none|600px|Note the fire-selector on the slide.]]&lt;br /&gt;
[[File:PD2 G18 right.jpg|thumb|none|600px|It should be noted that Glock 18s are only manufactured in the standard black finish. The tan finish must be a custom job.]]&lt;br /&gt;
[[file:PD2 G18 holding.jpg|thumb|none|600px|Jiro holding a Glock 18C.]]&lt;br /&gt;
[[file:PD2 G18 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 G18 reloading.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[file:PD2 G18 misc2.jpg|thumb|none|600px|Note the cuts on the slide and ported barrel showing that it is a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
[[File:PD2 G18 misc1.jpg|thumb|600px|none|The Glock 18C fitted with a FAB Defense GLR-440 stock. This stock can only be fitted onto the &amp;quot;Stryk&amp;quot; and none of the other Glocks in-game, despite the fact that it should fit any real full-size or compact Glock.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert_Eagle#Desert_Eagle_Mark_XIX|IMI Desert Eagle Mark XIX]] goes by the everlasting nickname &amp;quot;Deagle&amp;quot; in-game. It holds an incorrect 10 rounds in its 7-round magazine. While it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. &lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if you take a close look at the back end of it.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. There must be some malfunction with the slide release or more likely the magazine's hold-open device as the slide doesn't lock back once the gun is dry.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. Note that the can at the end of the barrel is a makeshift oil filter suppressor. Also note the ELCAN Specter scope attached to a scope mount that's attached to the existing scope mount.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 DE Akimbo.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 DE Akimbo misc1.jpg|thumb|600px|none|John Wick preparing to sprain his wrists.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot; and is automatically unlocked for purchase by joining the official Payday Steam Group. It's quite powerful and uses a 13-round magazine (one more than it holds in real life for the .45 ACP version). &lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|Note the Jet-Funnel mag-well extension which was only designed for 9mm and .40 S&amp;amp;W versions of the USP.]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a blink away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The USP45 Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 USP Akimbo.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 USP Akimbo reloading.jpg|thumb|600px|none|The lack of bullets modeled in the magazines becomes obvious when reloading akimbo USPs.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] was added in the Election Day update as the &amp;quot;Chimano Custom&amp;quot; and is available to all members of the official Payday 2 Steam group.  It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C. &lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PD2 G22 left.jpg|thumb|none|600px|Note .40 S&amp;amp;W markings on the slide, denoting a Glock 22 variant. Also note the flared magazine-well.]]&lt;br /&gt;
[[File:PD2 G22 right.jpg|thumb|none|600px|As was the case with basically every other Glock variant in the game, the 22C's magazine is fitted with a 2-round extension plate. Unlike its brethren, however, the extension actually expands the 22C's default magazine, though it only comes loaded with half the amount it ought to.]]&lt;br /&gt;
[[File:PD2 G22 holding.jpg|thumb|600px|none|Bodhi with his Glock 22C at the range.]] &lt;br /&gt;
[[File:PD2 G22 iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic front sight, which sadly does not glow in the dark.]] &lt;br /&gt;
[[File:PD2 G22 reloading.jpg|thumb|600px|none|Reloading. Here the cuts in the barrel are obvious meaning it's a &amp;quot;C&amp;quot; model. These don't mean squat in the presence of a suppressor, however, as was the case with the Glock 18C.]] &lt;br /&gt;
Modifying the &amp;quot;Chimano Custom&amp;quot; with the Long Slide produces a Glock 35.&lt;br /&gt;
[[File:G35.jpg|thumb|none|350px|Glock 35 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:PD2 G22 misc1.jpg|thumb|none|600px|Note the titanium-nitride coated vented-barrel. A vented barrel would make a suppressor useless, but it works just fine in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G22 Akimbo.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 G22 Akimbo holding.jpg|thumb|600px|none|Getting bored using just one Glock 22C, Bodhi pulls out another one.]] &lt;br /&gt;
[[File:PD2 G22 Akimbo reloading.jpg|thumb|600px|none|After some very inaccurate blasting, Bodhi reloads his Glock 22Cs. Here the cuts in the slide are obvious. Note how the chamber of the barrels are clipping through the slide, this is because the barrels are shown as straight and not tilting, as common in video games.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest release parade (October 22nd 2014), ''[[John Wick]]'' himself jumped aboard and brought his trusted [[Glock 26]] along for the ride. Called the '''Chimano Compact''', it tries to fill the same &amp;quot;high-capacity 9x19mm&amp;quot; role as the Beretta 92. It can stand up to it in terms of damage output and has a trivial recoil advantage, but otherwise lags a little behind on all fronts, especially so with the &amp;quot;high-capacity&amp;quot; bit. Unlocked at level 36, the $605,000 price tag is a little hard to swallow for what it is. It's also the first of the seven pistols which have separate akimbo variants classed as primary weapons.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied Glock 26. Overkill correctly set it to carry 10 rounds at a time, but didn't account for the potential extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch stealth rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was devised at an in-house &amp;quot;Chimano Custom Shop&amp;quot; instead. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight. Another rather interesting detail is that the barrel is actually shown as tilting! An extremely rare detail in video games. This was the only pistol in-game to be properly shown with it until the H&amp;amp;K P30L was added to the game.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the cute US flag on the upgraded slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK(**)==&lt;br /&gt;
The [[Walther_PP_Pistol_Series#Walther_PPK|Walther PPK]] is available for purchase with the Armored Transport DLC and is known as the &amp;quot;Gruber Kurz&amp;quot; pistol. It is fairly weak but easy to conceal and incorrectly holds 14 rounds instead of 6 (.380 ACP) or 7 (.32 ACP) rounds. It was the first handgun in the game to be able to use a laser without needing anything in the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Tugging the slide to release it. Which is proper, since the PP-series don't have an external slide release.]]&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|Fitting the long slide to the PPK turns it into a [[Walther PP]].]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 PPK PP1.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PPK PP2.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PPK PP iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the Signature .40 and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. In-game it does the same amount of damage as the Crosskill (Springfield Armory 1911 Lightweight Operator), but most, if not all, of its stats are better compared to the Crosskill. By default, the P226 holds 12 rounds (one less than the real .40 version) and its extended magazine unusually has no concealment penalty (unlike those for most weapons)&lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magzine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as a Crimefest community milestone reward, for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holds 5 shells, it is classed by the game as a shotgun, so handgun skills have no effects on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite it's .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:PD2 PLYFS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PLYFS right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PLYFS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PLYFS iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic insert in the front sight. It does not actually glow in the dark. Also note that the hole in the hammer is the keyhole of Taurus' patented Revolver Security System. ]] &lt;br /&gt;
[[File:PD2 PLYFS reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 PLYFS misc1.jpg|thumb|600px|none|The rail mount for any underbarrel attachments. Note the Brazilian flag and that the shells are too long and clip into the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[Mauser C96]] appears as the &amp;quot;Broomstick&amp;quot; and is unlocked for purchase at level 23 if one owns the Gage Historical Pack DLC. A recent update puts the damage on the same level as the magnum handguns, and the long barrel mod puts it on the same level as DMR rifles, but is hindered by its 10-round magazine and a somewhat slower reload.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 C96 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 C96 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 C96 iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 C96 reloading1.jpg|thumb|600px|none|Reloading. Inserting a clip with ten rounds, note the clipping (höhö).]] &lt;br /&gt;
[[File:PD2 C96 reloading2.jpg|thumb|600px|none|After loading up, Wolf tugs the charging handle, making the clip fall and letting the bolt into battery. This is not the best idea as the clip would probably only break, causing a jam.]] &lt;br /&gt;
[[File:PD2 C96 misc4.jpg|thumb|600px|none|Interestingly, if one reloads when the magazine is only partially spent, the bolt will magically lock back by itself and the player character will load the magazine with a ten-round clip, they will then proceed to remove the clip by hand instead of tugging the charging handle, which is the advised way of reloading a C96.]]  &lt;br /&gt;
[[file:C96carbine.jpg|thumb|500px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|500px|none|Mauser C96 with detachable holster/stock - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc1.jpg|thumb|600px|none|Modifying the C96 with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot; turns it into a hybrid [[C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|Mauser C96 carbine]]. It's not an actual carbine as the stock is the removable holster stock and not a part of the grip.]] &lt;br /&gt;
[[file:MauserM712Schnellfeuer.jpg|thumb|350px|none|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc2.jpg|thumb|600px|none|Fitting the C96 with the extended magazine (giving it 20 rounds) makes it resemble the [[Mauser M712 Schnellfeuer]]. The reload animation still shows the character only loading ten rounds.]] &lt;br /&gt;
[[Image:SWHanB.jpg|thumb|none|350px|BlasTech DL-44 Heavy Blaster Pistol.]]&lt;br /&gt;
[[File:PD2 C96 misc3.jpg|thumb|600px|none|Putting a scope and the &amp;quot;Damper.L 44 Nozzle&amp;quot; makes it resemble Han Solo's [[Star Wars: The Original Trilogy#BlasTech DL-44 Heavy Blaster Pistol (Mauser C96)|BlasTech DL-44 Heavy Blaster Pistol]] from ''[[Star Wars]]'', while the arctic Russian scenery provides a nice stand-in for Hoth. The gun would have made for an excellent cosplay prop too if not for the weirdly-shaped muzzle and the lack of the DL-44's other embellishments. The scope is also fixed to the right-sided gadget rail instead of having its own dedicated mount like in the movie.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot; as part of the Bomb Heists DLC. Initially a Croatian design (as the HS2000), it has a 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP.&lt;br /&gt;
The pistol has an olive drab frame.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel - .45 ACP]]&lt;br /&gt;
[[File:PD2 XDM left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XDM right.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; is erroneously shown with an ambidextrous slide release and takedown lever(!)]] &lt;br /&gt;
[[File:PD2 XDM holding.jpg|thumb|600px|none|Chains with his XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] &lt;br /&gt;
[[File:PD2 XDM iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 XDM reloading1.jpg|thumb|600px|none|Reloading. Releasing the empty mag.]] &lt;br /&gt;
[[File:PD2 XDM reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 XDM reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:XDM 5.25 Two-tone .40 S&amp;amp;W.jpg|thumb|none|400px|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; 5.25 with two-tone finish – .40 S&amp;amp;W. To show the 5.25 slide.]]&lt;br /&gt;
[[File:PD2 XDM misc1.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Long Slide&amp;quot;, it's not actually as long as a real 5.25 slide.]] &lt;br /&gt;
[[Image:Xd9v10.jpg|thumb|none|350px|Springfield Armory XD-9 V10 with 4 inch barrel - 9x19mm. To show the 4&amp;quot; ported XD slide.]]&lt;br /&gt;
[[File:PD2 XDM misc2.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Custom Slide&amp;quot;. Note &amp;quot;5.25&amp;quot; on the the 4&amp;quot; XD slide.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army(**)==&lt;br /&gt;
A [[Single Action Army]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot; and is part of the &amp;quot;Butcher's Western Pack&amp;quot; DLC. It deals a rather ridiculous amount of damage per shot, more than the Desert Eagle and Raging Bull.&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|350px|thumb|none|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model. - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SAA right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SAA holding.jpg|thumb|600px|none|Dallas inspecting a peculiar sign.]] &lt;br /&gt;
[[File:PD2 SAA iron sights.jpg|thumb|600px|none|Iron sights. Firing the Peacemaker like this would still prompt the player character to fan the hammer, however, which is not at all different from continuously karate chopping yourself in the nose in reality.]] &lt;br /&gt;
[[File:PD2 SAA misc1.jpg|thumb|600px|none|The hammer is fanned incredibly fast, happening almost the second the gun is fired.]] &lt;br /&gt;
[[File:PD2 SAA reloading1.jpg|thumb|600px|none|Reloading. Instead of using the ejector rod, the player character will flick the gun slightly downwards to drop them out, which isn't the best way to do it. ]] &lt;br /&gt;
[[File:PD2 SAA reloading2.jpg|thumb|600px|none|Loading in a new round.]] &lt;br /&gt;
[[File:PD2 SAA reloading3.jpg|thumb|600px|none|Lining up the next chamber. Also note the fully-cocked hammer which is mechanically impossible for this particular gun, as the cylinder bolt cams at this position, thus necessitating the half-cock step to release it first. If anything, the &amp;quot;Peacemaker&amp;quot; handles more like a Ruger New Vaquero instead, which could explain its ludicrous stopping power to a degree.]] &lt;br /&gt;
[[File:PD2 SAA reloading4.jpg|thumb|600px|none|After loading up, the rather loose hatch is closed with a flick of the wrist. What's keeping it from falling open again on its own during fire is not explained here.]] &lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|350px|thumb|none|Single Action Army with 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA misc2.jpg|thumb|600px|none|The &amp;quot;Shootout Barrel&amp;quot; gives the SAA a shorter barrel...]] &lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA misc3.jpg|thumb|600px|none|...while the &amp;quot;Precision Barrel&amp;quot; will lengthen it.]] &lt;br /&gt;
[[File:PD2 SAA misc4.jpg|thumb|600px|none|Adding a stock is handy when one needs to shoot [[Metal_gear_solid_3#Colt_Single_Action_Army|Snakes]].]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba Autorevolver|Mateba 2006M]] was added into the game with the &amp;quot;Alesso Heist&amp;quot; DLC. It's called &amp;quot;Matever .357&amp;quot; in game, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell]]. It holds 6 rounds.&lt;br /&gt;
[[File:Mateba 2006.jpg|thumb|360px|none|Mateba 2006M - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M holding.jpg|thumb|600px|none|Sokol and his crew about to raid the Gensec vault during an Alesso concert.]] &lt;br /&gt;
[[File:PD2 2006M irons.jpg|thumb|600px|none|Blasting away at some cops who apparently has not deemed it necessary to shut down the concert despite all the gunfire.]] &lt;br /&gt;
[[File:PD2 2006M reloading1.jpg|thumb|600px|none|Sokol reloading while enjoying some slow hacking.]] &lt;br /&gt;
[[File:PD2 2006M reloading2.jpg|thumb|600px|none|Inserting six new rounds of .357 with a speedloader that isn't invisible this time.]] &lt;br /&gt;
[[File:PD2 2006M misc3.jpg|thumb|600px|none|Taking down a Dozer.]] &lt;br /&gt;
[[File:PD2 2006M misc1.jpg|thumb|600px|none|The 2006M with the &amp;quot;Medio barrel&amp;quot; which can be loosely translated from Italian as median or middle.]] &lt;br /&gt;
[[File:PD2 2006M misc2.jpg|thumb|600px|none|Continuing the trend of Italian names, the &amp;quot;Pesante barrel&amp;quot; fitted to the 2006M. Pesante can be translated as heavy. This barrel is exceedingly rare in reality, even more so than an actual 2006M.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|IWI Jericho 941 PL]] was added in the Point Break heists DLC. It's known in-universe as the Sparrow 941 and referred to by the &amp;quot;Baby Deagle&amp;quot; moniker in-game, referencing Magnum Research's marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
As with the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. For starters, the ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&amp;amp;W variant. Additionally, the Jericho has the silver guide rod of the 941's chambered in .41 AE and to confuse these caliber matters more, the pistol deals around a whooping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle. &lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 PL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his Jericho 941 PL in the Point Break heist trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|Note the threaded extended barrel. It is notably a model with a frame-mounted safety, Bohdi is seen using it before holstering the pistol in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|Bodhi engaging the safety.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|Note the threaded barrel. The 941 is one of a handful of weapons in the game to actually have an interfacing component onto which suppressors and the like could logically be mounted.]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading. Inserting a new magazine. This animation was initially unique to this pistol, but was later reused on the PL-14.]]&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The Jericho 941 PL can be modified with the &amp;quot;Spike Kit&amp;quot; which turns it into an older steel framed [[Jericho 941|Jericho 941 F]].]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike Grip&amp;quot; to the former will make it look like Spike Spiegel's 941 R from ''[[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]''. It is not the exact model as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol is another weapon added for free with the Hardcore Henry Packs DLC and is called the &amp;quot;White Streak Pistol&amp;quot; in-game. It is incorrectly depicted with a 12-round magazine capacity instead the real life 15-round capacity, even with its &amp;quot;Extended Magazine&amp;quot; mod it only brings it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available), the capacity and high damage show that its stats are a copy-and-paste of the Jericho 941 RPL's stats.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets. Bullets were later added in a patch.]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P30L(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P30L]] was added in the &amp;quot;John Wick Weapon Pack&amp;quot; alongside the long-awaited UMP-45 and Desert Tech SRS-A1 Covert. It is known in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr Master&amp;quot;, or &amp;quot;Contractor&amp;quot; pistol in the game's inventory screen. It can be dual-wielded, which also marks the first ever set of DLC akimbo pistols in ''PAYDAY 2''.&lt;br /&gt;
[[Image:HK_P30L.jpg|thumb|none|350px|Heckler &amp;amp; Koch P30L - 9x19mm]]&lt;br /&gt;
[[File:PD2 P30L left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 P30L right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 P30L holding.jpg|thumb|600px|none|Wick preparing to enter the range with his P30L.]] &lt;br /&gt;
[[File:PD2 P30L irons.jpg|thumb|600px|none|Sighting up a target.]] &lt;br /&gt;
[[File:PD2 P30L reloading1.jpg|thumb|600px|none|After some blasting, Wick runs out of ammo and reloads. First he flicks out the magazine with a super tacticool magflip.]] &lt;br /&gt;
[[File:PD2 P30L reloading2.jpg|thumb|600px|none|Loading in a full mag. While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.]] &lt;br /&gt;
[[File:PD2 P30L reloading3.jpg|thumb|600px|none|Then finishing by racking the slide. An observant player may notice this reload sequence was lifted straight out of the movie, being demonstrated during the Red Circle shootout.]] &lt;br /&gt;
[[File:PD2 P30L miscselle2.jpg|thumb|600px|none|The P30L decked out with the &amp;quot;Contractor Compensator&amp;quot; &amp;quot;Tritium Sights&amp;quot; and the &amp;quot;Extended Magazine&amp;quot;. Note that the &amp;quot;tritium sights&amp;quot; are actually red fiber-optic sights and are properly depicted as glowing in the dark.]] &lt;br /&gt;
[[File:PD2 P30L misc1 remasterd.jpg|thumb|600px|none|John Wick at the range with his P30L. He was using the weapon at the range before the weapon pack was officially announced.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P30L Akimbo.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 P30L Akimbo reloading.jpg|thumb|600px|none|Just about to flick the slide releases on the P30Ls.]]&lt;br /&gt;
==FN Five-seveN(*)==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN FDE]] with an EFK Fire Dragon threaded barrel was added on Day 6 of the Search for Kento event as the &amp;quot;5/7 AP&amp;quot;. As the name would suggest, the Five-seveN is capable of universal armor penetration (despite the real steel only being capable of piercing light kevlar), enabling it to shoot through walls, the breastplates of Maximum Force Responders, and to circumvent the Shield unit's primary means of protection, though damage is reduced for the latter. It also features astounding stopping power for a sidearm, being close to par with some of the game's magnums and revolvers, but only packs three magazines worth of ammunition. The in-game iteration is also under-loaded, stocking 15 bullets in the default 20-rounder magazine and 19 in the optional 30-rounder.&lt;br /&gt;
&lt;br /&gt;
Modifications include a titanium nitride-coated barrel and extended magazine, both of which do not impact its Concealment stat in any way.&lt;br /&gt;
[[Image:Five-seveN_FDE.jpg|thumb|none|350px|FN Five-seveN FDE - FN 5.7×28mm.]]&lt;br /&gt;
[[File:PD2 Five-seveN left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Five-seveN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 FN57 1.jpg|thumb|none|600px|Jiro looking at some garbage with his Five-seveN.]]&lt;br /&gt;
[[File:PD2 FN57 2.jpg|thumb|none|600px|Aiming the FN57.]]&lt;br /&gt;
[[File:PD2 FN57 4.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[File:PD2 FN57 3.jpg|thumb|none|600px|In with a new one.]]&lt;br /&gt;
[[File:PD2 FN57 5.jpg|thumb|none|600px|John releasing the slide on an customized empty Five-seveN after seeing off some unwanted cops.]]&lt;br /&gt;
[[File:PD2 FN57 6.jpg|thumb|none|600px|Inspecting the custom nitride-treated barrel mentioned earlier.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] was added to the game on May 4th, 2017 as part of the free &amp;quot;Sangres Character Pack&amp;quot;. Known as the &amp;quot;Castigo .44&amp;quot; (Spanish for &amp;quot;punishment&amp;quot;), it notably is the first revolver in the game to support dual-wielding. Stat-wise, it is almost identical to the Bronco .44 (fitting, seeing as they share the same caliber), but with slightly higher base damage and concealment at the cost of worse stability and higher purchase price. However, the Castigo doesn't have nearly the range of attachments that the Bronco has, with a grand total of ''three'' to its name - all of which increase Stability or Accuracy by 8. It also has a slightly slower reload.&lt;br /&gt;
&lt;br /&gt;
Modifications include a [http://www.dentrinity.com/NelsonChen/Collection/Revolver/Km-29/Km-29.htm Kokusai Devil] heavy barrel, engraved grip panels and a special grip festooned with black tape and what appear to be spikes on the bottom.&lt;br /&gt;
[[Image:Smith &amp;amp; Wesson Model 29-8.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 New Production - .44 Magnum]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29.jpg|thumb|600px|none|The M29 ingame. Note the cocked hammer; it's always like that.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 right.jpg|thumb|600px|none|The other side of the M29.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 1.jpg|thumb|600px|none|Hoxton brandishing his mint M29 during an armored convoy raid.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 2.jpg|thumb|600px|none|Iron sights. These don't glow in the dark, unfortunately.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 3.jpg|thumb|600px|none|Reloading. The player characters will actually utilize the extractor rod to dump the casings (very smart!) instead of simply shaking them out of the cylinder. Note that the rod and extractor don't actually move, however, but regardless the casings will still pop out in a neat synchronized formation.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 4.jpg|thumb|600px|none|Loading in a new batch of .44 Magnum rounds.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 5.jpg|thumb|600px|none|Flicking the cylinder shut, a far less advisable move than the use of the ejector rod.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 6.jpg|thumb|600px|none|Hoxton dares the aptly-redshirted GenSec guard to make his day while lamenting the sore lack of Clint Eastwood references the developers could have made with this gun.]] &lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 Akimbo.jpg|thumb|600px|none|Did he fire six shots, or only five? Doesn't matter; he's still got at least six left.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
The Hardcore Henry update added the ability to Akimbo two SMGs. The dual-wielding works the same as with the pistols, with the two guns being used as a primary weapon. &lt;br /&gt;
&lt;br /&gt;
The SMGs that can be dual-wielded are listed below in their respective entry, except for the AKMSU. That entry is found in the rifles category. &lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]] and a cheap Double Eagle airsoft one at that. It is unlocked at reputation level 2. It holds an incorrect 40 rounds in a short 16-round MAC-11 magazine and the Extended Magazine attachment gives it a 32-round magazine that increases the capacity to 48.&lt;br /&gt;
[[Image:Ingram MAC-11 stock ext.jpg|thumb|none|400px|Ingram MAC-11 with stock extended - .380 ACP]]&lt;br /&gt;
[[File:PD2 Mac11 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Mac11 left.jpg|thumb|600px|none|It comes standard with the sliding stock fully extended but there's no mod that actually allows you to retract the stock or even remove it. The only other option is the Skeletal Stock, which adds an even bulkier stock.]] &lt;br /&gt;
[[File:PD2 Mac11 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Mac11 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Mac11 misc2.jpg|thumb|600px|none|Peeking in on the right side of the weapon clearly shows that the bolt is closed, which is incorrect as MAC-11s fire from a open bolt, even though the charging handle is correctly in the rear position.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading1.jpg|thumb|600px|none|Reloading. Because the MAC-11 used to share the same first person animation rigging as the MP9 before the latter was changed in Update 79, reloading the weapon will result in the player character dropping out the magazine as if the gun had a thumb mag-release, despite the former having a heel mag-release.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading3.jpg|thumb|600px|none|And at last pulling the charging handle in a rather strange manner.]] &lt;br /&gt;
[[File:PD2 Mac11 misc3.jpg|thumb|600px|none|The extended 32-round magazine for the MAC-11 which only adds a measly 8 rounds.]] &lt;br /&gt;
[[File:PD2 Mac11 misc1.jpg|thumb|600px|none|The MAC-11 used by various gangsters in-game. Note that it has a unique flashlight attached to it that is never seen used. Also note the tape on the grip.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from the first Payday, again known as the &amp;quot;Compact-5&amp;quot;. It is unlocked at level 13 and can be modified into many different MP5 models.&lt;br /&gt;
[[file:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 left.jpg|thumb|none|600px|MP5A4. Note the odd depiction of the HK fire mode pictograms, There seems to be no safe setting and the semi-auto setting is white like the safe setting instead of being red like the other fire modes. Compare this to the above picture.]]&lt;br /&gt;
[[File:MP5A4 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A4 PD2 skin.jpg|thumb|none|600px|The MP5A4 with the '''Nightstalker''' skin applied, which ''finally'' corrects the weapon's odd set of pictograms, as long as it is equipped anyway.]]&lt;br /&gt;
[[file:PD2 MP5 holding.jpg|thumb|none|600px|Wolf running into a T.B.O.U.S in the safehouse bathroom.]]&lt;br /&gt;
[[file:PD2 MP5 irons.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 MP5 reloading1.jpg|thumb|none|600px|Reloading. Pulling back the charging handle. Rather obviously this is never done during a partial reload, nevermind the fact that the MP5 isn't even entirely capable of reloading like that in the first place due to the bolt riding on top of the magazine while in battery and obstructing the path of the next bullet (hence the need to always have the bolt retracted first before swapping mags), thus topping it off with a fully-loaded magazine isn't feasible.]]&lt;br /&gt;
[[file:PD2 MP5 reloading2.jpg|thumb|none|600px|Removing the dry mag.]]&lt;br /&gt;
[[file:PD2 MP5 reloading3.jpg|thumb|none|600px|About to load in a new one.]]&lt;br /&gt;
[[file:PD2 MP5 reloading4.jpg|thumb|none|600px|Wolf resorts to gently pushing down the bolt instead of going for the ubiquitous slap to chamber a new round.]]&lt;br /&gt;
[[file:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 left.jpg|thumb|none|600px|The &amp;quot;Adjustable Stock&amp;quot; turns the MP5A4 into an A5 model.]]&lt;br /&gt;
[[file:H&amp;amp;K-MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD5 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 left.jpg|thumb|none|600px|The &amp;quot;Ninja barrel&amp;quot; turns the weapon into a MP5SD5.]]&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 left.jpg|thumb|none|600px|Combining the &amp;quot;Ninja barrel&amp;quot; with the &amp;quot;Adjustable stock&amp;quot; produces an MP5SD6.]]&lt;br /&gt;
[[file:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5KA4 - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 left.jpg|thumb|none|600px|The &amp;quot;Sehr Kurze Barrel&amp;quot; and the &amp;quot;Bare Essentials Stock&amp;quot; produce something similar to the MP5KA4, missing only the classic integrated &amp;quot;K&amp;quot; vertical foregrip.]]&lt;br /&gt;
[[file:MP5K-PDW.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K PDW - 9x19mm]]&lt;br /&gt;
[[File:MP5K PDW PD2 left.jpg|thumb|none|600px|Replacing the above's &amp;quot;Bare Essentials Stock&amp;quot; with the &amp;quot;Spartan Stock&amp;quot; from the Gage Spec Ops pack produces a rough approximation of the MP5K PDW, as it still lacks the foregrip on top of not having the PDW variant's extended barrel. The stock's proportions are also a little bit off compared to that of the real weapon.]]&lt;br /&gt;
[[Image:MP540.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PD2 MP5 cl1.jpg|thumb|none|600px|The unique MP5/40 wielded by the Cloaker enemy. Note that it lacks the bolt-release. Despite what appears to be a suppressor on the gun, it has the same loud report as the standard MP5 used by other officers.]]&lt;br /&gt;
[[File:PD2 MP5 cl2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[Image:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 left.jpg|thumb|none|600px|The &amp;quot;Straight Magazine&amp;quot; turns it into a mostly-accurate MP5/10; like the Cloaker's version, it lacks the bolt release.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3. This MP5 model is used across several enemy types. It has a Safe/Single/Auto trigger group as opposed to the Safe/Single/Burst/Auto trigger group used by the player available MP5s, making it an A3 model.]]&lt;br /&gt;
[[File:PD2 ZealTeamMP5dude.jpg|thumb|600px|none|A member of the new &amp;quot;Zeal Team&amp;quot; posing with an MP5SD5. The real unit in the game uses an MP5A5 with a railed foregrip however.]] &lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|Preview of Akimbo Compact-5s. Other than stocks, twin MP5s have access to the same pool of attachments as a single one.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo holding.jpg|thumb|600px|none|Dallas with his two MP5s.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo aiming.jpg|thumb|600px|none|Aiming the MP5s produces the expected results. At least it's better than nothing...?]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading1.jpg|thumb|600px|none|Reloading. Somehow dropping the magazines with both hands full.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading2.jpg|thumb|600px|none|Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc1.jpg|thumb|600px|none|Running with twin MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc2.jpg|thumb|600px|none|John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the [[The Matrix#Heckler &amp;amp; Koch MP5K|good ol' days]]. Note the lack of an ambidextrous fire-selector, something that would have been very handy when dual-wielding any gun.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Steyr_TMP#Brügger &amp;amp; Thomet MP9|B&amp;amp;T MP9]] appears as the &amp;quot;CMP&amp;quot; and is unlocked at reputation level 19, in reference to the Steyr TMP lookalike in the Nintendo 64 title ''Perfect Dark''. It has an unfortunate niche in the stat rankings where it's not able to muster enough brawn to plug heavier SWAT in single headshots, but isn't quite small enough to pocket for stealth tasks either. What makes it such a hidden gem are the terrific accuracy and stability for its fire rate, which mean that it can put three rounds into a helmet where other SMGs could only place one before jumping off mark. The quick reload, deep ammo pool and agreeable hipfire performance are just further perks.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only crimp is the missing fire selection dial. It'd normally sit near the magazine release in thumb's reach, but this one uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The last one in the bunch come along only recently in the Butcher's Mod Pack. The TMP's Solid Stock is out of place here, however, due to it being a Steyr product; a true MP9 is not naturally compatible with this kind of part due to the molded folding stock hinge.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off the night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too fast to use over a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with an optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got their shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption. Here the bolt seems to have missed the part where it's supposed to be moving along with the racked charging handle.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is. The sidearms carried by FBI Heavy Response Shields didn't have to conform to that change.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN_P90#P90_TR|FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has the highest magazine size of any secondary, but only comes with a total of three mags. If the Long Barrel mod is put on the gun, it will resemble the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|In-game.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 PS90.jpg|thumb|600px|none|The P90 fitted with the long barrel. It's not quite the same length as the PS90 and it has a standard P90 flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that does not get the fire-mode locking mods.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1928 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1928 holding.jpg|thumb|600px|none|Dragan showing up the annual Payday Halloween party with his Thompson, going for that gangster look.]] &lt;br /&gt;
[[File:PD2 M1928 irons.jpg|thumb|600px|none|Sighting up a pumpkin, sadly not the sort carved with a submachine gun.]] &lt;br /&gt;
[[File:PD2 M1928 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the drum. Note that the charging handle is still in the forward position, which would make the drum unable to be removed. Also note that the character will simply be shown as pulling out the drum instead of using the magazine release.]] &lt;br /&gt;
[[File:PD2 M1928 reloading2.jpg|thumb|600px|none|The drum removed, showing that it's empty.]] &lt;br /&gt;
[[File:PD2 M1928 reloading3.jpg|thumb|600px|none|About to insert a new drum full of .45 ACP.]] &lt;br /&gt;
[[File:PD2 M1928 reloading4.jpg|thumb|600px|none|Cocking the weapon.]] &lt;br /&gt;
[[Image:M1927AutoOrd.jpg|thumb|none|400px|M1927 Thompson Auto-Ordnance with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 misc1.jpg|thumb|600px|none|The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson. Also note the black furniture. Somehow this gives the gun higher concealment.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45B(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45B]] is named the &amp;quot;Swedish K SMG&amp;quot; in game and incorrectly holds 40 rounds in the magazine instead of 36. It is available for purchase to anyone who owns the &amp;quot;Armored Transport&amp;quot; DLC. The in-game weapon is based on an early &amp;quot;B&amp;quot; model as evident by the elongated buffer cap hook and lack of Sweden's iconic green lacquer.&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M/45B Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:PD2 S K left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 S K right.jpg|thumb|600px|none|Note that the M/45B is incorrectly shown as firing from a closed bolt.]] &lt;br /&gt;
[[File:PD2 S K holding.jpg|thumb|600px|none|A view of the &amp;quot;hook&amp;quot; on top of the rear of the weapon which shows it to be a M/45B as opposed an older unmodified M/45.]] &lt;br /&gt;
[[File:PD2 S K irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 S K reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 S K reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in.]] &lt;br /&gt;
[[File:PD2 S K reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
Modifying the Swedish K with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot; and &amp;quot;Ergo Grip&amp;quot; completes the look of a general-production M/45B.&lt;br /&gt;
[[Image:AM.029788.jpg|thumb|none|450px|A Carl Gustav M/45, &amp;quot;B&amp;quot; model with the stock folded - 9x19mm]]&lt;br /&gt;
[[File:PD2 S K misc1.jpg|thumb|600px|none|Wolf with his Swedish K modified with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot;, &amp;quot;Ergo Grip&amp;quot; (which is literally just the basic grip with a darker finish) &amp;quot;Extended Magazine&amp;quot; and &amp;quot;Folded Stock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2(**)==&lt;br /&gt;
The [[ MP7 | Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;SpecOps&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Weapon Pack #01&amp;quot; DLC. It holds 20 rounds in its standard flush maganine.&lt;br /&gt;
[[file:MP7A2.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 left.jpg|thumb|600px|none|Note the underbarrel rail slightly differs in shape from the real MP7A2, as the &amp;quot;SpecOps&amp;quot; was released in December 2013, which predates the actual A2 model.]] &lt;br /&gt;
[[File:PD2 MP7 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 MP7 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 MP7 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the mag.]] &lt;br /&gt;
[[File:PD2 MP7 reloading2.jpg|thumb|600px|none|Showing in a new one.]] &lt;br /&gt;
[[File:PD2 MP7 reloading3.jpg|thumb|600px|none|Then hitting the bolt release with a slap. This wouldn't be the best way to engage it, rather one should flick it upwards with their trigger finger.]] &lt;br /&gt;
[[Image:MP7A1-30.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with 30-round magazine, H&amp;amp;K SD MP7 sound suppressor, and Aimpoint T1 Micro red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 misc1.jpg|thumb|600px|none|The MP7A2 fitted with &amp;quot;The Professional's Choice Sight&amp;quot; (An Aimpoint T-1 Micro), &amp;quot;Unfolded Stock&amp;quot;, &amp;quot;Suppressed Barrel&amp;quot;, and the &amp;quot;Extended Mag&amp;quot; which is based off the 40-round magazine, but it only holds 32 rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz.61 Skorpion(**)==&lt;br /&gt;
The [[Sa. Vz.61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot; and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. &lt;br /&gt;
[[Image:Yugoslav Model 61 Skorpion.jpg|thumb|350px|none|CZ Vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Vz.61 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Vz.61 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Vz.61 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag release to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading2.jpg|thumb|600px|none|About to insert a new one.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Note that no bullet is visible in the chamber.]] &lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 misc1.jpg|thumb|600px|none|Fitting the &amp;quot;Wooden grip&amp;quot; to the Vz.61 makes it resemble the classic Czechoslovakian model.]] &lt;br /&gt;
[[File:PD2 Vz.61 misc2.jpg|thumb|600px|none|John Wick channeling his inner mallninja with a decked out Skorpion. Note the suppressor (called Suppressor in-game,very clever), is unique to this gun. Also note the &amp;quot;Extended&amp;quot; magazine. Somehow two magazines clamped together give the gun a 40 round capacity. How it feeds from both magazines isn't clear, but it might be black magic.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. &lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes it very obvious.]] &lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:PD2 Tec9 misc1.jpg|thumb|600px|none|The TEC-9 becomes a [[Intratec AB-10]] if equipped with the &amp;quot;Short Barrel&amp;quot; modification.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 30 rounds in a 32-round magazine.&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI left.jpg|thumb|600px|none|Note the &amp;quot;K&amp;quot; foregrip. This is mounted by default.]] &lt;br /&gt;
[[File:PD2 UZI right.jpg|thumb|600px|none|Like many other open-bolt guns in PD2, the UZI is depicted as firing from a closed bolt.]] &lt;br /&gt;
[[File:PD2 UZI holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 UZI iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 UZI reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 UZI reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UZI reloading3.jpg|thumb|600px|none|Just about to pull the charging handle.]] &lt;br /&gt;
[[Image:Uzi-3.jpg|thumb|none|400px|IMI Uzi with detachable wood buttstock (late model with cheek cut out in comb) - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI misc1.jpg|thumb|600px|none|Fitting the weapon with the &amp;quot;Solid stock&amp;quot; mod gives it this late model wooden stock.]] &lt;br /&gt;
[[Image:UZIwSionics.jpg|thumb|none|400px|IMI Uzi with Sionics suppressor - 9x19mm]] &lt;br /&gt;
[[File:PD2 UZI misc2.jpg|thumb|600px|none|The UZI can also have its stock folded. Note the suppressor (called &amp;quot;Silent Death&amp;quot; in-game) It's similar but not quite the same as the Sionics Suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A3]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine. The name &amp;quot;Patchett&amp;quot; refers to the weapon's designer, George William Patchett, and the name of the weapon in its early development. &lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 L2A3 right.jpg|thumb|600px|none|Note that this is one of the few weapons in-game properly depicted with an open bolt.]] &lt;br /&gt;
[[File:PD2 L2A3 holding part 2.jpg|thumb|600px|none|Wick admiring his collection of guns. As with most Sten models and derivatives in video games, the Sterling is held in the ever-so-incorrect &amp;quot;Sten grip&amp;quot; position, which is even more jarring in the hands of the series' resident Brit, Hoxton.]] &lt;br /&gt;
[[File:PD2 L2A3 irons.jpg|thumb|600px|none|Sighting up a blueprint of a [[Pancor Jackhammer]].]] &lt;br /&gt;
[[File:PD2 L2A3 misc3.jpg|thumb|600px|none|If one empties the mag, the magazine will be properly shown as empty.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading3.jpg|thumb|600px|none|Pulling back the bolt. Note that the bolt only goes locks forward at the beginning of the reload animation and not when the gun runs dry, as common in video games.]] &lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 misc1.jpg|thumb|600px|none|The &amp;quot;Suppressed Barrel&amp;quot; mod turns the L2A3 into the [[Sterling SMG|Sterling L34A1]]. ]] &lt;br /&gt;
[[Image:SWE11br.jpg|thumb|none|400px|BlasTech E-11 Blaster Rifle prop from [[Star Wars]]]]&lt;br /&gt;
[[file:PD2 L2A3 misc2.1.jpg|thumb|none|600px|The L2A3 can be modified with a &amp;quot;Combat Sight&amp;quot;, &amp;quot;Short Magazine&amp;quot;, &amp;quot;Folded Stock&amp;quot; and &amp;quot;Heatsinked Suppressed Barrel&amp;quot; to make it look like the BlasTech E-11 Blaster from ''[[Star Wars]]''.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the &amp;quot;Jacket Character Pack&amp;quot; DLC. It holds 32 rounds.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:PD2 Cobray M11 left.jpg|thumb|600px|none|Note the aftermarket vertical foregrip in place of the barrel nut. The fire selector is set to &amp;quot;SMG&amp;quot;, whatever that means.]] &lt;br /&gt;
[[File:PD2 Cobray M11 right.jpg|thumb|600px|none|Note that the open bolt is properly depicted as ''open''.]] &lt;br /&gt;
[[File:PD2 Cobray M11 holding.jpg|thumb|600px|none|Jacket holding his piece while bathing in the neon light.]] &lt;br /&gt;
[[File:PD2 Cobray M11 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 Cobray M11 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine with the heel mag-release.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading2.jpg|thumb|600px|none|Mashing in a new mag.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading3.jpg|thumb|600px|none|Then pulling the charging handle...]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading4.jpg|thumb|600px|none|...revealing the chamber.]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc1.jpg|thumb|600px|none|The M11/9 modified with a shoulder thing that goes up (or a &amp;quot;Slotted barrel extension&amp;quot; as the game calls it)]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc2.jpg|thumb|600px|none|The M11/9 with the &amp;quot;Werbell's suppressor&amp;quot; and its unique skin modification, known as &amp;quot;80's Calling&amp;quot;. The M11/9 is currently the only weapon that can be modified with an alternate finish that isn't counted as a weapon &amp;quot;skin&amp;quot;. Note the presence of ''Hotline Miami'' character Richard's face on the rear of the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It is marketed as the &amp;quot;Polygon SMG&amp;quot; in-universe and called &amp;quot;Kross Vertex&amp;quot; by the inventory screen. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|KRISS Vector - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KRISS Vector right.jpg|thumb|600px|none|&amp;quot;Polygon SMG&amp;quot; can be seen on the receiver near the muzzle.]] &lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Pressing the bolt release, or rather, the surface just underneath it.]]&lt;br /&gt;
[[File:Krissciv.gif|thumb|none|500px|TDI CRB/SO with barrel &amp;quot;safety extension&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc3.jpg|thumb|600px|none|The Vector fitted with the &amp;quot;Precision barrel&amp;quot; giving it a similar appearance to the Vector CRB, which is the civilian semi-auto only variant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc4.jpg|thumb|600px|none|The Vector's unique suppressor, called &amp;quot;HPS Suppressor&amp;quot; in-game. It was modeled after the Defiance HPS 4GSK .45ACP, an actual Kriss USA product for Vector models of this caliber. Note that the &amp;quot;S&amp;quot; in &amp;quot;HPS&amp;quot; is already short for &amp;quot;suppressor&amp;quot;, so the in-game suffix is redundant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc1.jpg|thumb|600px|none|Sydney reloading her Vector. Note that it no longer has a foregrip, it's still held as it has one however. Strangely, when fitting a &amp;quot;skin&amp;quot; to the gun, the foregrip will appear again. Why it disappears when no &amp;quot;skin&amp;quot; is used is unknown.]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc2 director's cut.jpg|thumb|600px|none|The Vector with the &amp;quot;Urban camo&amp;quot; finish, showing the foregrip. Also note the stock interface, which is a Kriss USA's proprietary Enhanced Stock Adapter that appears when the Vector's default stock is swapped out for a mod.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the &amp;quot;Yakuza Character Pack&amp;quot;.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==TsNIITochMash SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is the English translation of &amp;quot;Veresk&amp;quot;. It's notably the first subgun that can be dual-wielded. It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats, sans the rate of fire and stability, are a copy-and-paste of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece).&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in Russian, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 SR2 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo reloading.jpg|thumb|600px|none|Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the &amp;quot;John Wick Weapon Pack&amp;quot; alongside the P30L and Desert Tech SRS-A1. Named the &amp;quot;Jackal SMG&amp;quot;, it is otherwise known in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr AMP&amp;quot;, made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol.&lt;br /&gt;
&lt;br /&gt;
Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine.&lt;br /&gt;
[[Image:HKUMP45.JPG|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with vertical foregrip and flash hider - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 UMP right.jpg|thumb|600px|none|If the player squints hard enough, the &amp;quot;.45 ACP&amp;quot; engraving can be seen on the bolt, thus confirming that this indeed is a UMP45, unlike what its stats may have suggested. Also despite being apparently milspec, the weapon also bears the caution to read the user manual above the fire selector, a feature not present on military UMPs.]] &lt;br /&gt;
[[File:PD2 UMP holding.jpg|thumb|600px|none|Wick admiring Sokol's hockey corner.]] &lt;br /&gt;
[[File:PD2 UMP irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 UMP reloading1.jpg|thumb|600px|none|After filling the goal with the wrong sort of projectile, Wick reloads the UMP45. First by pulling back the charging handle.]] &lt;br /&gt;
[[File:PD2 UMP reloading2.jpg|thumb|600px|none|Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 UMP reloading3.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UMP reloading4.jpg|thumb|600px|none|And the slapping (or punching, rather) the bolt into battery.]] &lt;br /&gt;
[[Image:Lg usc.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC Tactical Match Rifle - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP misc1.jpg|thumb|600px|none|It's possible to modify the UMP45 into the [[Heckler &amp;amp; Koch USC]] with the &amp;quot;Civilian Barrel&amp;quot; and &amp;quot;Civilian Stock&amp;quot;. Add the &amp;quot;Short Magazine&amp;quot; (which holds 20 rounds instead of 10) and &amp;quot;Single Fire&amp;quot; mod for more &amp;quot;immersion&amp;quot;. The impersonation is less than perfect as the USC stock is not integral to the gun's frame, plus the UMP's stock hinge, 3-point fire selector switch and gadget rails remain attached to the weapon.]] &lt;br /&gt;
[[Image:UMP-45 Ironman.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP.  This is a Screen used UMP45 fitted with a C-More red dot sight and Surefire M900 weaponlight foregrip as used on the films ''[[Iron Man (2008)]]'' and ''[[Live Free or Die Hard]]''. A similar configuration, with the Surefire M900 replaced with a standard RIS foregrip, was used in ''[[XXX]]'']]&lt;br /&gt;
[[File:PD2 UMP misc2.jpg|thumb|600px|none|The UMP decked out with a suppressor, &amp;quot;Twinkle Grip&amp;quot; (this makes it one of the two weapons currently in the game with a second vertical foregrip as a modification, the other being the Uzi) &amp;quot;Military Laser Module&amp;quot;, &amp;quot;See More sight&amp;quot; and &amp;quot;Extended Magazine&amp;quot;.]]&lt;br /&gt;
[[File:Payday2_GenSecElites.jpg|thumb|none|600px|The GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP misc3.jpg|thumb|600px|none|A dropped UMP wielded by a former Murkywater PMC.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19 Bizon-2(**)==&lt;br /&gt;
The [[Izhmash PP-19 Bizon]]-2 was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Named the &amp;quot;Tatonka&amp;quot; submachine gun in-game, the Bizon-2 is a rather inaccurate weapon with quite some recoil, though the latter is already remedied by the SMG's average fire rate. On the flip side, it is as compact as one would think and boasts unusually high damage per shot despite being chambered in pistol ammunition. &lt;br /&gt;
&lt;br /&gt;
Like the AK-12 in the same pack, the Bizon-2 lacks unique modifications.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 PP19 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PP19 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 PP19 1.jpg|thumb|none|600px|Looking for trouble with the &amp;quot;Tatonka&amp;quot; SMG. The in-game name is actually a Native American word for &amp;quot;bison.&amp;quot;]]&lt;br /&gt;
[[File:PD2 PP19 2.jpg|thumb|none|600px|Iron sights of the PP-19.]]&lt;br /&gt;
[[File:PD2 PP19 3.jpg|thumb|none|600px|Removing the helical mag on a customized Bizon.]]&lt;br /&gt;
[[File:PD2 PP19 4.jpg|thumb|none|600px|Locking in another magazine.]]&lt;br /&gt;
[[File:PD2 PP19 5.jpg|thumb|none|600px|Sokol chambering a round with his dominant hand.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines / Assault Rifles / Battle Rifles=&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKS-74==&lt;br /&gt;
The [[AKS-74|Izhmash AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called AK Rifle and holds 30 rounds. &lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|501px|Izhmash AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AK74 misc2.jpg|thumb|600px|none|Fitting the &amp;quot;Classic Stock&amp;quot; from The &amp;quot;Butcher's AK/CAR Mod Pack&amp;quot; turns the rifle into a regular [[AK-74]].]] &lt;br /&gt;
[[File:PD2 AK74 misc1.jpg|thumb|600px|none|Unusable solid stocked AK-74s with wood pistol grips and metal magazines can be found as loot called &amp;quot;Assault Rifles&amp;quot; They always come in twos and the models are noticeably higher quality than the in-game model.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M4/M4A1_Carbine#M4.2FM4A1_Carbine|Colt M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gas block. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. This rifle was notably used by the police Snipers, where it was claimed that it was a &amp;quot;higher caliber variant&amp;quot; of the M4 (perhaps a conversion to something like .50 Beowulf or .458 SOCOM) before being replaced by the G3A3 in PSG-1 mockup.&lt;br /&gt;
&lt;br /&gt;
The M4A1 has a ridiculous amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the M4A1 resemble a whole host of different real world AR variants.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|Colt M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday 2 has the fire selector set to full-auto instead of semi-auto, safe, or &amp;quot;look, I broke the fire selector&amp;quot;.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a M4A1 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SalientArmsTier1 AR.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the M4A1 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual in-game NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with their old riles, note the laser.]]&lt;br /&gt;
[[File:PD2 ZealTeamARdude.jpg|thumb|600px|none|A &amp;quot;Zeal Team&amp;quot; unit with an M4A1. Note the Folding Stock, which does not appear on said unit's weapon in the actual game.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle, the English translation of Armee Universal Gewehr, or AUG). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle still lacks the bolt release of an A3. Oddly, instead of its build-in folding foregrip it has a section of rail added to the hinge and an aftermarket vertical grip attached to said rail.&lt;br /&gt;
Upon launch, the rifle can be seen using a Magpul PMAG, which suggests it was not based entirely on an authentic AUG. After the animation update, however, it gains the AUG's proprietary magazine.&lt;br /&gt;
As of update 61, the Raptor polymer body was added as a mod for the weapon, this mod will give the weapon the appearance of the Thales F90.&lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90, a future replacement for the Australian F88 Austeyr - 5.56x45mm]]&lt;br /&gt;
[[file:PD2 AUG A2 misc1.jpg|thumb|none|600px|Slapping the &amp;quot;Raptor Polymer Body&amp;quot; onto the AUG makes it sorta resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMS==&lt;br /&gt;
The [[AKMS|Izhmash AKMS]] appears as the AK.762 and is unlocked at reputation level 16. It holds 30 rounds and has less total ammunition than the AKS-74. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Racking the charging handle. A round can be seen in the chamber if one looks closely enough.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AKMS misc5.jpg|thumb|none|600px|Fitting the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]]]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKM misc6.jpg|thumb|600px|none|The AKM fitted with the &amp;quot;Classic stock&amp;quot; giving it that classic look.]] &lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They were the only enemies to use AKMs initially, but eventually enemies such as the Hotline Miami gangsters, cartel members, gang members and AI companions started using them too.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
[[File:PD2 AKMS misc4.jpg|thumb|600px|none|The AI Houston using an AKM.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36K|Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy, and a deep 240 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this G36 is a KV. The proportions are a little off and the flash hider is that of a [[G36C]], hinting that it might've been modeled from an airsoft cousin or &amp;quot;stretching&amp;quot; a G36C model.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops2.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36C|G36C]]. The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 G36 misc1.jpg|thumb|600px|none|The &amp;quot;Gage Spec Ops Pack&amp;quot; DLC added along with a plethora of weapons mods, the &amp;quot;JP36 Original Sight&amp;quot; and &amp;quot;JP36 Long Foregrip&amp;quot;. This allows the weapon to impersonate the basic [[G36]] or an original German G36K if just the JP36 Original Sight is used.]] &lt;br /&gt;
[[File:PD2 G36 misc2.jpg|thumb|600px|none|A look down the fancy top mounted red dot sight. The reticle shape and color can be changed at the player's discretion.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[M16_rifle_series#Olympic_Arms_K23B|OA K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[M16_rifle_series#CQB-R / Mk. 18 Mod 0|Mk. 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk. 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48 remastered.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reloaded like this until update 65, when the AMR-16 received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M14==&lt;br /&gt;
A [[M14|Springfield Armory M14]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds in a 20-round magazine. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode; as of then, it is now one of only two weapons with multiple fire modes that defaults to semi-auto, the other being the much-later-added HK417. The weapon can be modified with a JAE 100 G3 stock or a SAGE EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|Springfield Armory M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|500px|Springfield Armory M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:PD2 M14 holding.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:PD2 M14 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:PD2 M14 reloading1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:PD2 M14 reloading2.jpg|thumb|none|600px|About to insert a fresh mag.]]&lt;br /&gt;
[[File:PD2 M14 reloading3.jpg|thumb|none|600px|Hitting the bolt-release, a very rare sight with M14-style rifles in video-games. Note that the bolt is just about to lock into battery.]]&lt;br /&gt;
[[File:PD2 M14 misc1.jpg|thumb|none|600px|The M14 DMR in a JAE 100 G3 stock...]]&lt;br /&gt;
[[File:PD2 M14 misc2.jpg|thumb|none|600px|...and here in a SAGE EBR Chassis.]]&lt;br /&gt;
[[File:PD2 M14 misc3.jpg|thumb|none|600px|In the &amp;quot;Butcher mod pack&amp;quot; update, a scope mount was added for the M14. Without the mount, any optics will be mounted further forward on the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMSU==&lt;br /&gt;
A variant on the [[AKMSU|Izhmash AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a catogorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles.&lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|Izhmash AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and (formerly) the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 AKMSU akimbo right.jpg|thumb|600px|none|This is a bad idea.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo holding.jpg|thumb|600px|none|...but Dallas don't care.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo reloading.jpg|thumb|600px|none|Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5]] family appears as the &amp;quot;AK5&amp;quot;, all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5B]]. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Caesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;, decorated here with a yellow laser module and a Lancer L5 magazine. The resemblance is far from perfect, however, due to the lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN_FNC#FN_FNC|FN Herstal FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:FN FNC.jpg|thumb|500px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front. This has since been patched.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the Ak 5's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16#M16A4_Rifle|Colt M16A4]] with a short barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|Colt M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. Putting an actual 30 round mag in gun gives it 38 rounds.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Then pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG_SG_550#SIG_SG_552|SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It Holds 30 rounds. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown&lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note that the magazine is modeled without a follower.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN_SCAR#FN_SCAR-H|FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a magazine. The lack of feed lips is all too obvious in this frame.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle to chamber a new round. Seemingly, this SCAR-H has a broken bolt catch since the bolt does not lock back when the gun runs dry. Rather oddly, the original reload was '''correct''', as it uses the bolt release to chamber, until Update #65 released this new animation that seemingly &amp;quot;broke&amp;quot; the rifle.]]&lt;br /&gt;
[[File:PD2 SCAR misc1.jpg|thumb|600px|none|The SCAR-H used by the Murkywater PMCs. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 FAL(**)==&lt;br /&gt;
A [[FAL|DSA SA58 FAL]] fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. Notably, the SA58 was the first weapon to have its accessories linked to DLC achievements rather than random drops. &lt;br /&gt;
[[File:DSA SA58 with 18'' barrel.jpg‎|thumb|none|500px|DSA SA58 with 18&amp;quot; barrel - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|Besides the DSA bolt-on railed scope mount and the eared paratrooper rear sight, it matches the above image to a T. Although difficult to spot in this screenshot, the receiver texture claims this weapon is chambered in .308 Winchester, a caliber that the original FAL cannot support while the SA58 can by using a proprietary receiver. Also note the fire selector being set to &amp;quot;Einzelfeuer&amp;quot; (single-fire), but the weapon still fires fully-automatic by default.]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA bolt with &amp;quot;sand cuts&amp;quot;. The line &amp;quot;BARRINGTON, IL&amp;quot; milled onto its side is an obvious reference to the Barrington, Illinois-based DSA Arms.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL SA58.jpg|thumb|none|600px|A DSA SA58 OSW can be replicated by equipping the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications. An Extended Mag is optional, but will further improve the look.]] &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:PD2 FAL miscinthearse.jpg|thumb|none|600px|Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the SA58 allows it to impersonate the [[FN_FAL#IMI_Romat|IMI Romat]].]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS#FAMAS_F1|FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in a 25-round magazine. It features unique modifications based on other, often obscure variations of the weapon; alongside the &amp;quot;G2 Grip&amp;quot; to turn it into the FAMAS G1, it also gets alternate barrels based on those of the G2 Commando, the G2 Sniper, and the Century Arms MAS .223 civilian rifle.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:PD2 Famas left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Famas right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Famas holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Famas iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Famas reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 Famas reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 Famas reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[file:FAMAS F2.jpg|thumb|none|500px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:PD2 Famas misc1.jpg|thumb|600px|none|If fitted with the &amp;quot;G2 Grip&amp;quot; (originally called &amp;quot;Retro Grip&amp;quot; before a patch, even though the G1 and G2 are newer models than the F1), the F1 turns into a G1 model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in the 25-round magazine and has a much higher RoF than actual ARMs. &lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:PD2 Galil left.jpg|thumb|none|600px|Note that the bipod can't be used, it's purely cosmetic.]]&lt;br /&gt;
[[Image:PD2 Galil right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet.]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
[[Image:Galil 7.62SAR Cropped.jpg|thumb|none|450px|IMI Galil SAR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc1.jpg|thumb|none|600px|It's possible to turn the ARM into a [[Galil SAR]] if fitted with the &amp;quot;Light Foregrip&amp;quot;.]]&lt;br /&gt;
[[Image:Galil_m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc2.jpg|thumb|none|600px|If one modifies the ARM with the &amp;quot;CQB foregrip and &amp;quot;Skeletal stock&amp;quot; it turns into a [[Galil MAR]] lookalike.]]&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc3.jpg|thumb|none|600px|The &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; turns the ARM into the [[Galil Sniper Rifle]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; (a rather redundant name, as &amp;quot;Gewehr&amp;quot; means &amp;quot;rifle&amp;quot;, making this the &amp;quot;Rifle 3 Rifle&amp;quot;), and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It holds 20 rounds in the magazine.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|Note the G3A3A1-style ambidextrous fire selector. A real G3A3 (see above picture) is designed for right-handed shooters only.]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...chambering a round.]] &lt;br /&gt;
[[Image:CETME G3.JPG|thumb|none|500px|Early Heckler &amp;amp; Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc3.jpg|thumb|600px|none|Fitting the G3 with the &amp;quot;Wooden foregrip&amp;quot;, &amp;quot;Wooden stock&amp;quot; and &amp;quot;Retro grip&amp;quot; will give it an appearance similar to the CETME rifles. Note the fancy (and entirely cosmetic) sling.]] &lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with slimline handguard. This example is equipped with Olive-Drab colored furniture; H&amp;amp;K also produced this furniture in Black and &amp;quot;Jungle&amp;quot;-Green (referred to as &amp;quot;Police Green&amp;quot; in German circles). Saudi Arabia would also produce G3A3 rifles with light tan furniture - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc4.jpg|thumb|600px|none|With the &amp;quot;Plastic foregrip&amp;quot; and &amp;quot;Retro grip&amp;quot; the G3 looks like the version above.]] &lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3A3 modified to ''look'' like a PSG-1.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG-1 is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG-1 isn't ambidextrous and was a forward assist/&amp;quot;silent bolt close divice&amp;quot;, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:Sr9tc.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
[[File:PD2 CopSniperRifle.jpg|thumb|600px|none|The new rifle used by the Police Snipers. Note that it has the &amp;quot;Theia Magnified Scope&amp;quot; installed. This scope can only be used by the player on weapons categorized as sniper rifles, which the G3A3 is not.]]&lt;br /&gt;
[[File:PD2 CopSniperRifle2.jpg|thumb|600px|none|Left side of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield_L85_rifle_series#L85A2|Enfield L85A2]] was released in the ''Clover Character Pack'' as the first paid DLC signature weapon. Known in-universe as the &amp;quot;L-95&amp;quot; and referred to as the &amp;quot;Queen's Wrath&amp;quot; by the inventory screen, the L85A2 comes with a Grippod vertical grip and optional Magpul EMAG that, despite the virtually unchanged dimensions compared to its default STANAG mag, seems to confer a sizable boost to capacity and, bizarrely, recoil reduction. &lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|Enfield L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 left.jpg|thumb|600px|none|A small clover sticker along with several tally marks can be made out if the player squints hard enough. Apparently the rifle had claimed 38 lives prior to Clover joining the gang, after which she for some reason decided to drop the habit entirely. It's probably for the best anyway, however, due to the massive number of cops the player ventilate each day the tally counts would literally go through the roof.]] &lt;br /&gt;
[[File:PD2 L85 right.jpg|thumb|600px|none|Note the zipped-on bottom and right rails. This is due to the L85 series' &amp;quot;flush&amp;quot; handguards not providing any attachment points for aftermarket accessories to mount on.]] &lt;br /&gt;
[[File:PD2 L85 holding.jpg|thumb|600px|none|Clover in her office with her favorite rifle.]]&lt;br /&gt;
[[File:PD2 L85 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 L85 reloading1.jpg|thumb|600px|none|Reloading. Slapping the mag release, which probably wouldn't work very well.]] &lt;br /&gt;
[[File:PD2 L85 reloading2.jpg|thumb|600px|none|About to mash in a STANAG mag.]] &lt;br /&gt;
[[File:PD2 L85 reloading3.jpg|thumb|600px|none|Then pulling the charging handle. Like in many games, the bolt isn't depicted as locking back once the gun is dry.]]&lt;br /&gt;
[[File:PD2 L85 misc1.jpg|thumb|600px|none|The L85 is one of the few weapons in-game to have a completely different animation for reloading with a partially spent magazine. Instead of simply dropping the mag, it's removed by hand and presumably kept, which is wise.]] &lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|400px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 misc2.jpg|thumb|600px|none|One can deck out the L85A2 with the distinctive Daniel Defense rail for more tacticool. Also note the ACOG scope, called &amp;quot;Acough Optic Scope&amp;quot; in-game, and the Magpul EMAG, the latter was added along with this rifle and can be used with all rifles in-game that use STANAG magazines.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the &amp;quot;Dragan Character Pack&amp;quot; DLC, much like the L85A2 was part of Clover's DLC. It is known in-game as the &amp;quot;Lion's Roar&amp;quot;, has a high rate of fire and overall good stats, though it has a long reload time and if unmodified, high recoil.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 VHS right.jpg|thumb|600px|none|Note that the VHS-D2 is strangely a closed bolt weapon depicted as firing from an open bolt.]] &lt;br /&gt;
[[File:PD2 VHS holding.jpg|thumb|600px|none|Dragan in the gym with the rifle of his homeland.]] &lt;br /&gt;
[[File:PD2 VHS irons.jpg|thumb|600px|none|Iron sights. These bears some resemblance with the G36's iron sights.]] &lt;br /&gt;
[[File:PD2 VHS reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine.]] &lt;br /&gt;
[[File:PD2 VHS reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in. Here Dragan's VHS-D2 is shown to be using a real-but-relatively-obscure type of proprietary magazine. The VHS 2 series can accept G36 magazines in reality and are more commonly seen using them instead.]] &lt;br /&gt;
[[File:PD2 VHS reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS misc1.jpg|thumb|600px|none|With the &amp;quot;CQB Barrel&amp;quot; installed, the rifle resembles the K2 variant of the VHS.]]&lt;br /&gt;
&lt;br /&gt;
==TsNIITochMash AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It's called &amp;quot;Valkyria&amp;quot; in-game and holds 20 rounds of 9x39mm in the magazine.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val holding.jpg|thumb|600px|none|Sokol admiring his hockey stick.]] &lt;br /&gt;
[[File:PD2 AS Val irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AS Val reloading1.jpg|thumb|600px|none|Reloading. Removing the empty.]] &lt;br /&gt;
[[File:PD2 AS Val reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:PD2 AS Val reloading3.jpg|thumb|600px|none|Pulling the charging handle with an underhand technique.]] &lt;br /&gt;
[[File:PD2 AS Val misc2.jpg|thumb|600px|none|The AS Val fitted with the &amp;quot;Prototype barrel&amp;quot; mod.]] &lt;br /&gt;
[[Image:Vss2.jpg|thumb|none|451px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val misc1.jpg|thumb|600px|none|Fitting the AS Val with the &amp;quot;Solid stock&amp;quot; turns it into a [[VSS Vintorez]].]] &lt;br /&gt;
[[File:PD2 AS Val misc3.jpg|thumb|600px|none|A VSS Vintorez in Chains' armory.]] &lt;br /&gt;
[[File:PD2 AS VAL misc1.jpg|thumb|600px|none|The VSS Vintorez used by the Russian Cloakers in the Boiling Point heist. At the time of the heist's release, they used AKMSUs.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible. For once, the 33-rounder Glock magazine holds the correct amount of ammunition, and while it is usable with this gun in reality, it isn't recommended to any degree since the magwell of the SUB-2000 was not designed to work with the shelf of the Glock 18's extended magazine. This presents the risk of the magazine being shoved too far up the weapon when reloading and causing a jam. Kel-Tec therefore only recommends the use of standard Glock 17, 19, 22 and 23 magazines with their SUB-2000s.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model. The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen 2 shape. It seems to be a slightly-modified mockup of the GemTech MK-9K suppressor and Red Lion Precision rail combo.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] was added with the release of the ''Sydney Character Pack''. It was marketed in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr 416C&amp;quot;, but this copy of the weapon was renamed by Sydney to &amp;quot;Bootleg&amp;quot; after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It comes pre-fitted with a set of Centurion Arms diopter drum sights, non-removable 100-round Beta C-Mag and a Magpul RVG, the latter of which is apparently for posterity only as its recoil remains horrible throughout.&lt;br /&gt;
[[Image:HK416C.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416C carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] &lt;br /&gt;
[[File:PD2 416C right.jpg|thumb|600px|none|Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. The collapsible stock can't be extended either, meaning actual shoulder-firing of the weapon is not possible and explains quite a lot about its rather mediocre Stability value.]] &lt;br /&gt;
[[File:PD2 416C holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 416C iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 416C reloading1.jpg|thumb|600px|none|Reloading. Dumping the empty drum...]] &lt;br /&gt;
[[File:PD2 416C reloading2.jpg|thumb|600px|none|...inserting a new one... (Here you can see &amp;quot;SG 416 C&amp;quot; on the mag-well.)]] &lt;br /&gt;
[[File:PD2 416C reloading3.jpg|thumb|600px|none|...and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A1(**)==&lt;br /&gt;
The [[CZ 805 BREN|CZ 805 BREN A1]] was added with the Biker Heist Packs and called the &amp;quot;CR 805B&amp;quot; in-game. It's strangely treated as an SMG by the game and is therefore a secondary weapon, which is even more egregious than the similarly-categorized Olympic Arms K23B and AKMSU as it is a legitimate full-length assault rifle in reality. It's fitted with a non-removable Magpul MVG foregrip. It has a factory gray and black two-tone finish and is fitted with a STANAG magwell (which can also be a factory option). It can be given a shorter barrel that turns the rifle into an A2 model.&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|500px|none|CZ 805 BREN A1 - 5.56x45mm NATO]] &lt;br /&gt;
[[File:CZ805BREN variant.jpg|thumb|500px|none|CZ 805 BREN A1 with tan upper receiver - 5.56x45mm NATO, To show the CZ made STANAG magwell.]] &lt;br /&gt;
[[File:PD2 805BREN left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 805BREN reloading1.jpg|thumb|600px|none|Reloading. Jiro begins with checking the chamber, which is empty.]]&lt;br /&gt;
[[File:PD2 805BREN reloading2.jpg|thumb|600px|none|Flicking out the magazine in a very dramatic way before inserting a new one...]]&lt;br /&gt;
[[File:PD2 805BREN reloading3.jpg|thumb|600px|none|...and then he takes his sweet time to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] was added to the game as part the &amp;quot;Scarface Character Pack&amp;quot; DLC. Known in-universe as the &amp;quot;Little Friend 7.62 Assault Rifle&amp;quot; or &amp;quot;Schäfer &amp;amp; Gewehr SG-417D&amp;quot;, it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung [[M203 grenade launcher]]. The weapon is notable for not having any unique modifications to its name whatsoever. It's not even possible to switch out the grip or stock. It is also only one of two weapons in the game with multiple firing modes to default to semi-auto rather than full-auto, the other being the above M14.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 417 left.jpg|thumb|none|600px|Left side preview of the HK417. Note the markings that confirm its caliber. While it is not uncommon for battle rifles to be classified as assault rifles in ''PAYDAY 2'', the 417 hikes this up to eleven by having the explicit term right in its (rather long) name, caps and all, which it is '''not''', by any stretch. Note the 30 on the full auto marking, which is not only wrong as the gun only holds 20 rounds in the mag, but on the real rifle it's marked 20. Lastly, the magazine is oddly solid despite several other weapons having their proper transparent magazines modeled and rendered.]]&lt;br /&gt;
[[Image:PD2 417 right.jpg|thumb|none|600px|Right side. For whatever reason, this incarnation of the &amp;quot;Little Friend&amp;quot; is a German-made battle rifle instead of Tony's classic M16, though it was clearly dolled up to pass for one as evident by the AR-15-esque solid stock. Overkill's decision to make it the HK417 instead could possibly be due to the fact that there already is an M16 in the game; adding another one would be redundant. The underslung M203 can be switched to the same way one would engage the bipods on an LMG.]]&lt;br /&gt;
[[File:PD2 HK417 holding.jpg|thumb|none|600px|Scarface introducing the target dummy to his &amp;quot;little friend&amp;quot;. The fire mode is by default set to semi but can be flicked to auto, a trait only shared with the M14.]]&lt;br /&gt;
[[File:PD2 HK417 ironsight.jpg|thumb|none|600px|Iron sights. These are the same ones found on Sydney's HK416C.]]&lt;br /&gt;
[[File:PD2 HK417 reload1.jpg|thumb|600px|none|Reloading. Scarface pulling out the spent mag.]]  &lt;br /&gt;
[[File:PD2 HK417 reload2.jpg|thumb|600px|none|Clicking a new one in.]]  &lt;br /&gt;
[[File:PD2 HK417 reload3.jpg|thumb|600px|none|Then finishes with a firm press on the bolt release accompanied with a very weak sound effect.]]&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|375px|RM Equipment M203PI - 40x46mm.]]&lt;br /&gt;
[[File:PD2 M203 holding.jpg|thumb|600px|none|Attached to the Scarface Pack's HK417 is the [[M203 grenade launcher]], effectively forming a two-in-one combo with the launcher also doubling as the 417's unique &amp;quot;attachment&amp;quot; that cannot be removed. Rather strangely, the in-game M203 sports both a barrel clamp and rail mount brackets. Here Scarface is readying the HK417-mounted M203 upon a dangerously close dummy. Upon switching to launcher mode the player character will actually move his/her hand down to the M203's trigger.]]  &lt;br /&gt;
[[File:PD2 M203 reloading1.jpg|thumb|600px|none|Reloading. Opening the breech. Here's a frame away from the empty shell falling out.]] &lt;br /&gt;
[[File:PD2 M203 reloading2.jpg|thumb|600px|none|Loading in a new grenade.]] &lt;br /&gt;
[[File:PD2 M203 reloading3.jpg|thumb|600px|none|Then sliding the breech shut and the M203 is almost ready to fire again.]]&lt;br /&gt;
&lt;br /&gt;
==Taran Tactical Innovations TR-1 Ultra-light(**)==&lt;br /&gt;
The Taran Tactical Innovations TR-1 Ultra-light was added with the release of the &amp;quot;John Wick Heists&amp;quot; pack as the &amp;quot;Contractor .308&amp;quot;, ostensibly modeled after the rifle prominently used by Wick in ''[[John Wick: Chapter 2]]''. While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a .308 receiver, which makes it an AR-10. It is oddly classified as a sniper rifle, therefore blessing it with the ability to pierce heavy armor and shields (despite only having slightly higher base damage than the above HK417 and M14), while crippling it with the typically meager sniper ammo reserve (one full magazine in the weapon, and only one in reserve) at the same time. For whatever reason, the &amp;quot;Contractor .308&amp;quot; is vastly more concealable than any other weapon in its class (barring the later SVD), rivaling some of the middle-ground assault rifles and capable of respectable values once modified.&lt;br /&gt;
&lt;br /&gt;
The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM .308 Winchester magazines.&lt;br /&gt;
[[Image:TTI Rifle model TR1 Ultralight.jpg|thumb|none|500px|TTI Rifle model TR-1 Ultra-light.]]&lt;br /&gt;
[[File:PD2 TTI TR1 left.jpg|thumb|600px|none|Left-side view of the TR-1. Note how the in-game rifle looks not quite as similar to the picture above due to the different parts used and the .308 AR-10 receiver.]]&lt;br /&gt;
[[File:PD2 TTI TR1 right.jpg|thumb|600px|none|The decision to list this gun as a sniper rifle is rather odd, as TR-1 rifles are usually little more than dolled up AR-15-based platforms with minimal changes to barrel lengths and whatnot, therefore are barely qualified as DMRs, much less sniper rifles. The upper receiver of the rifle is modeled after the Noveske upper used on the actual TTI TR-1, but they are only made for AR-15s, not the .308/7.62x51mm AR-10.]]&lt;br /&gt;
[[File:PD2 TTI TR1 misc1.jpg|thumb|600px|none|An up close look at the receiver. Taran Tactical Innovations has been changed to &amp;quot;Tecci Tactical Operations&amp;quot;. Note that the while the lower has &amp;quot;SAFE-FIRE&amp;quot; markings, which would mean that it would be capable of firing in semi-auto only (which is also what it does in-game), the selector is flipped to where auto would be on a select-fire AR.]] &lt;br /&gt;
[[File:PD2 TTI TR1 misc2.jpg|thumb|600px|none|Fitting the rifle with the &amp;quot;contractor grip&amp;quot; and &amp;quot;contractor stock&amp;quot; gives it an appearance similar to the rifle pictured above. ]]&lt;br /&gt;
[[File:PD2 TR-1 1.jpg|thumb|none|600px|On the watch for lawmen with the TTI TR-1.]]&lt;br /&gt;
[[File:PD2 TR-1 2.jpg|thumb|none|600px|Looking down an attached 45° canted reflex sight, just as John had on the movie's rifle.]]&lt;br /&gt;
[[File:PD2 TR-1 3.jpg|thumb|none|600px|Wick backs out of the window while taking fire from an unfriendly medic.]]&lt;br /&gt;
[[File:PD2 TR-1 4.jpg|thumb|none|600px|Meanwhile, Chains smacks in a new magazine as a random woman looks on in horror at the goon squad.]]&lt;br /&gt;
[[File:PD2 TR-1 5.jpg|thumb|none|600px|Chambering a .308 round. The bolt appropriately locks back for the empty reload.]]&lt;br /&gt;
[[File:PD2 TR-1 6.jpg|thumb|none|600px|The TR-1, locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12(**)==&lt;br /&gt;
The latest iteration of the [[AK-12]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Going by the name &amp;quot;AK17&amp;quot; in-game. It holds 35 rounds by default, and can accept the other AK magazine mods (the ''Low Drag'' US PALM magazine gives it a similar appearance to the AK-15 variant).&lt;br /&gt;
[[File:AK-12 2016.jpg|thumb|none|500px|AK-12 with Krechet-M sight - 5.45x39mm, 2016 version]]&lt;br /&gt;
[[File:PD2 AK12 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AK12 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 AK12 1.jpg|thumb|none|600px|AK-12 in hand, Wolf watches a GenSec armored car crew have a very bad day.]]&lt;br /&gt;
[[File:PD2 AK12 2.jpg|thumb|none|600px|Returning fire with the AK-12 on the PMC convoy.]]&lt;br /&gt;
[[File:PD2 AK12 3.jpg|thumb|none|600px|Reloading the AK-12.]]&lt;br /&gt;
[[File:PD2 AK12 4.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:PD2 AK12 5 .jpg|thumb|none|600px|Followed by an underhand tug of the charging handle, if needed.]]&lt;br /&gt;
[[File:PD2 AK12 6.jpg|thumb|none|600px|John Wick bashes another character (armed with a scoped SG 552) with his AK-12.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The Shotguns in PAYDAY 2 are among a handful that are capable of using alternative munitions instead of their standard 00 Buckshot shells. The Gage Shotgun Pack introduces the first four shell types (000 Buck, fragmentation rounds, tungsten flechette shells and armor-piercing slugs), while The Butcher's BBQ Pack adds the Dragon's Breath rounds to the equation.&lt;br /&gt;
&lt;br /&gt;
All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under &amp;quot;Pistols&amp;quot; instead.&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]], called the &amp;quot;Reinfeld 880&amp;quot; is unlocked at level 8, it has synthetic furniture instead of wood and has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer.&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|500px|Remington Model 870 Field Gun - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge shells...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge shell.]]&lt;br /&gt;
[[File:PD2 M870 cops.jpg|thumb|500px|none|A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.]] &lt;br /&gt;
[[File:PD2 M870 dozer.jpg|thumb|500px|none|The green dozer's 870.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. It is overall similar to its full-sized counterpart, but has slightly higher damage and a higher rate of fire but shorter range and lower accuracy.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash Saiga-12K==&lt;br /&gt;
The [[Saiga 12K|Izhmash Saiga-12K]] (going by the name &amp;quot;IZHMA 12G&amp;quot;) is one of two select-fire shotguns in-game, along with the AA-12. It holds 7 shells in a box magazine and is unlocked at level 26. &lt;br /&gt;
&lt;br /&gt;
The model is not an actual Saiga-12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga-12 which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga-12. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-style front trunion (lacking the corresponding rivets however). &lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Izhmash Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga-12K, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard to keeping the optic stable.]]&lt;br /&gt;
[[File:PD2 Saiga dozer.jpg|thumb|500px|none|The black Dozers step up their shotgun game with a Saiga-12K.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at level 39. Obviously it only holds two shells but is one of the most powerful weapons in the game.&lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Double right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Double holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Double iron sights.jpg|thumb|600px|none|It would say &amp;quot;iron sights&amp;quot; here if there were any.]] &lt;br /&gt;
[[File:PD2 Double reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells. This wouldn't be that easy in reality as the shells would probably have expanded once they've been fired.]] &lt;br /&gt;
[[File:PD2 Double reloading2.jpg|thumb|600px|none|Loading in two new shells. Both shells will always be discarded, regardless if they've been spent or not.]] &lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double misc1.jpg|thumb|600px|none|It's possible to saw down both the barrels and the stock with the use of the &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special&amp;quot; modifications respectively.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] was added during CrimeFest 2014 and is called the &amp;quot;Predator 12G&amp;quot;. It fires in semi-auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2_SPAS12.jpg|thumb|600px|none|Note the slid back pump, which would indicate a SPAS-12 in pump-action mode. A semi-automatic SPAS-12 would have its foregrip locked forward protruding past the heatshield. Despite this, the SPAS-12 exclusively fires in semi-automatic during gameplay.]]&lt;br /&gt;
[[Image:Payday2_SPAS12_2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After doing so, Dallas flips over the SPAS-12 and racks the charging handle, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
[[File:PD2 SPAS misc1.jpg|thumb|600px|none|The various stock configurations of the SPAS-12. Here with no stock, which strangely is the most expensive &amp;quot;attachment&amp;quot;.]] &lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc2.jpg|thumb|600px|none|Solid stock. Note the ball bearing latches above the pistol grip despite there being no folding stock to actually lock into.]] &lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc3.jpg|thumb|600px|none|...and lastly the SPAS-12 with the stock folded. Upon closer inspection, the in-game model seems to lack the SPAS-12's iconic swivel butthook. This is presumably removed to allow players to properly aim down the sights during play.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced along with the Bonnie Character update as the &amp;quot;Joceline O/U 12G&amp;quot;. It appears to be a hybrid of the Beretta DT11 and CZ Redhead Deluxe O/U, while the game files claim it's modeled after a Beretta 682 Gold E. &lt;br /&gt;
[[File:DT-11.jpg|thumb|none|500px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px|As was the case with the other double-barreled shotgun in the game, the &amp;quot;Joceline O/U&amp;quot; seems to be a fictional frankengun, possessing the checkered forearm of the CZ Redhead Deluxe crammed together with what appears to be a Beretta DT11's stippled stock.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading when both shells has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Inserting two new shells.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. It first appeared in the Death Wish Update in the hands of the GenSec Elite shotgun units, albeit in the M4 tactical configuration. A player-usable version was finally added in the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. It holds 8 shells in the 7 round tube. &lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 left.jpg|thumb|600px|none|Note that the default barrel length of the gun is slightly shorter (or longer) than any configuration of the shotgun sold by Benelli. Fitting the &amp;quot;Long Barrel&amp;quot; mod to the gun will give it the proper length.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M4 Super 90 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M4 Super 90 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading1.jpg|thumb|600px|none|Reloading. Inserting some new shells. Note that the ramp isn't moving.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading2.jpg|thumb|600px|none|After filling up, Wick flips over the shotgun and pulls the charging handle, which haven't locked back, neither does it move when it's &amp;quot;pulled&amp;quot;]]&lt;br /&gt;
[[Image:M4_Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc3.jpg|thumb|600px|none|Fitting the M4 with the &amp;quot;Solid Stock&amp;quot; turns it into a Benelli M4 Tactical. Note that the &amp;quot;Long barrel&amp;quot; modification is also installed here, giving the shotgun its proper barrel lenght. That mod will also increase the capacity to 10 rounds.]] &lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc1.jpg|thumb|600px|none|With the &amp;quot;Short Barrel&amp;quot; mod, the shotgun becomes a Benelli M4 NFA. Here the &amp;quot;Collapsed Stock&amp;quot; mod is additionally installed. Note that the barrel is slightly too short.]] &lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc2.jpg|thumb|600px|none|With both the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot; installed, one can use the Benelli M4 NFA Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Notably it is one of the most concealable shotguns in the game and has the highest capacity of any of them. Holds 14 shells and was added in the &amp;quot;Gage Shotgun Pack&amp;quot; DLC.&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:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
&lt;br /&gt;
==Sentinel Arms Striker-12(**)==&lt;br /&gt;
The humble fixed-drum [[Armsel Striker and variants#Examples of the Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. In Overkill's usual fashion, it's a mix of all of the different versions mooshed together in a highly educated, equal measure. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|Cobray Street Sweeper - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance level of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms magazine's spring-loaded thumb tab actually used to advance the drum during reloads. The big tube on the end is an exclusive integral suppressor to further drive the gun into fantasy land.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12 CQB(**)==&lt;br /&gt;
The [[AA-12|MPS AA-12 CQB]] was added with &amp;quot;The Butcher's BBQ Pack&amp;quot; as the &amp;quot;Steakout 12G&amp;quot;, possibly a pun on the [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] model (ironically, a standard Ithaca 37 was added later with the &amp;quot;Goat Simulator&amp;quot; DLC) &lt;br /&gt;
&lt;br /&gt;
It's possible to flick between semi and automatic fire in-game, something not possible on real AA-12s. They are full-auto only.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|The MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 left.jpg|thumb|600px|none|&amp;quot;O-24&amp;quot; is scribbled on the magazine.]] &lt;br /&gt;
[[File:PD2 AA12 right.jpg|thumb|600px|none|Note that the bolt is closed on the preview screen, showing that it is very nicely detailed.]] &lt;br /&gt;
[[File:PD2 AA12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AA12 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AA12 reloading1.jpg|thumb|600px|none|Reloading. just about to fully insert a magazine.]] &lt;br /&gt;
[[File:PD2 AA12 reloading2.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:PD2 AA12 misc4.jpg|thumb|600px|none|The AA-12 tricked out with a rail (that has a pointless shell holder) fitted with a Sightmark Sure Shot or similar model reflex sight, a 20-round drum mag, and a fictional suppressed barrel. Note that the drum magazine is translucent, it visibly empties as the shotgun fires. This was the first magazine in-game to have this feature, the later animation update added this detail to more magazines.]] &lt;br /&gt;
[[File:PD2 AA12 misc1.jpg|thumb|none|600px|As the Payday chef BBQs some nearby cars, Jiro takes a closer look at his AA-12, discovering that the bolt is closed!]]&lt;br /&gt;
[[File:PD2 AA12 misc2.jpg|thumb|none|600px|Later that day, as they storm the Commissar's penthouse, Jiro takes a look again, this time discovering that the bolt is properly open. Why the AA-12 fluctuates between a closed and open bolt (sometimes in the middle of a game) is unknown.]]&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 misc3.jpg|thumb|600px|none|Fitting the CQB with the long barrel modification turns it into a regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the &amp;quot;Goat Simulator&amp;quot; DLC (where do they get these ideas?) a full-size [[Ithaca 37|Ithaca 37 Riot]] was added, oddly as a secondary weapon. Called &amp;quot;GSPS 12G&amp;quot; in-game as a rather obvious parody of the &amp;quot;Deer Slayer Police Special&amp;quot; variant. It incorrectly holds 7 rounds in the standard 4-round tube magazine.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 Riot - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights, or rather a bead sight.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca 37 with the Riot Barrel and Stakeout Grip. Interestingly, neither actually match their namesake configurations, as the Riot Barrel is closer to the length of a Stakeout (the default length more closely resembles the actual Riot barrel), but the Stakeout Grip is simply a sawn-off version of the default stock rather than a dedicated pistol grip.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[[No Country for Old Men#Remington 11-87|No Ithaca for old men]].]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887(**)==&lt;br /&gt;
The [[Winchester Model 1887]] was added with the Biker Character Packs and is called the &amp;quot;Breaker 12G&amp;quot; in-game. It incorrectly holds 7 rounds in its 5-round tube magazine. Though Model 1887s can actually hold 5+2 by placing one shell directly into the chamber then placing a second shell on the loading ramp in the receiver, this action is not done when reloading the in-game Model 1887, the player characters simply loading all seven shells into the tube magazine.&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 holding.jpg|thumb|600px|none|Rust (voice acted by [[Ron Perlman]]) holding his recently washed Model 1887.]]&lt;br /&gt;
[[File:PD2 1887 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 1887 misc1.jpg|thumb|600px|none|Cycling the action after firing, note the new shell being chambered.]] &lt;br /&gt;
[[File:PD2 1887 misc2.jpg|thumb|600px|none|Cycling the lever after the last round been fired reveals that the chamber is empty. Nice attention to detail.]] &lt;br /&gt;
[[File:PD2 1887 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new shell.]] &lt;br /&gt;
[[File:PD2 1887 reloading2.jpg|thumb|600px|none|Loading up on more shells, note that the magazine tube is loaded.]] &lt;br /&gt;
[[File:PD2 1887 reloading3.jpg|thumb|600px|none|Then after feeding his 1887, Rust decide to snap his fingers with a spin-cock. Trying to pull a spin-cock with a normal-sized lever is a bad idea.]]&lt;br /&gt;
[[File:PD2 1887 misc3.jpg|thumb|600px|none|The Model 1887 cut down to a short barrel...]] &lt;br /&gt;
[[File:PD2 1887 misc4.jpg|thumb|600px|none|...and an 1887 with a long barrel, treated receiver (adding a case-hardened finish, which somehow increases accuracy and stability) and a full stock. Note that cutting down or extending the barrel will also do the same for the magazine tube, but as with most of the other tube-fed shotguns doing so will not affect its capacity.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision Six12|Crye Precision SIX12]] was added during &amp;quot;Hoxton's Housewarming Party&amp;quot; as a secondary shotgun. It's called &amp;quot;Goliath 12G&amp;quot; in-game and is based on the 2nd prototype. &lt;br /&gt;
&lt;br /&gt;
Modifications include a short barrel for extra compactness and a custom-made quick-detach silencer, a strange addition since the SIX12 does have a proprietary suppressor system in reality that consists of a SilencerCo Salvo-12 and a dedicated foregrip sleeve. Curiously, the already-in-game Salvo-12 is available as an option for a suppressor, albeit as an ordinary muzzle extension instead of the specialized barrel group it belongs to.&lt;br /&gt;
[[file:Crye Precision SIX12 2015.jpg|thumb|450px|none|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:PD2 Six12 left.jpg|thumb|600px|none|Note the Magpul MVG foregrip.]] &lt;br /&gt;
[[File:PD2 Six12 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 Six12 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty cylinder.]] &lt;br /&gt;
[[File:PD2 Six12 reloading2.jpg|thumb|600px|none|About to insert a new one.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The first three machine guns (The RPK, M249 Para and HK21E) were added in the second &amp;quot;Gage weapon pack&amp;quot; DLC. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and the &amp;quot;CrimeFest 2015&amp;quot; update introduced the Ksp 58. These weapons can only be technically hip-fired, as aiming nominally zooms in on the weapon instead of using the sights, and are very inaccurate. The bipods could initially not be used but during the very same CrimeFest event that introduced the Ksp 58, a new attachment called the &amp;quot;Lion bipod&amp;quot; was added to all MGs, allowing the player to deploy them and fire more accurately and with almost no recoil. One cannot move when the bipod is deployed however.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMGs in game, the HK21E, MG42 and FN M240 are actually GPMG (General Purpose Machine Guns)&lt;br /&gt;
==Izhmash RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
[[File:PD2 variousAKs.jpg|thumb|600px|none|The RPK seen along with various other AKs in the new safehouse. Note that this model still has its bipod despite it not being present on the current weapon model.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249 Para]] appears as the &amp;quot;KSP&amp;quot; and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|FN M249 SAW Paratrooper version with 200-round ammo box  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|Note the SAW's folded bipod fitting nicely into its handguard. As part of the gun's model, these remain attached to the weapon even with the Lion Bipod mod present, resulting in the M249 having two sets of bipods.]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommend.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249 Para, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason. Perhaps a visual warning the box is going to run dry soon.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his full-stocked M249 Para. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
[[File:PD2 M249 dozer.jpg|thumb|500px|none|A skull dozer ready to tear up some heisters with his own full-stocked M249 Para.]] &lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo box - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|The Soild Stock and Long Barrel attachments turn the M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].]] &lt;br /&gt;
[[file:Mk46.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.1.jpg|thumb|600px|none|Fitting the Railed Foregrip and Soild Stock to the M249 makes it resembles the [[FN_Minimi#Mk 46 Mod 0|Mk 46 Mod 0]], it still has the STANAG magwell however.]]&lt;br /&gt;
[[File:PD2 ZealTeamDozer.jpg|thumb|600px|none|The &amp;quot;Zeal Team&amp;quot; Dozer with his Mk 46 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style  diopter drum rear-sight rather than the Export variant's own. It has a canted front grip in order to make it easier to hold. &lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and has the highest rate of fire of the machine guns.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PD2 MG42 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MG42 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|Reloading. Seating a new drum.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|After seating the belt and closing the top cover, the charging handle is pulled.]]&lt;br /&gt;
[[Image:mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:PD2 MG42 misc1.jpg|thumb|none|600px|Modified version of the MG 42. The &amp;quot;Light Barrel&amp;quot; modification gives it the barrel of its predecessor, the [[MG34|MG 34]].]]&lt;br /&gt;
[[file:PD2 MG42 misc2.jpg|thumb|none|600px|MG 42 modified with the &amp;quot;Heatsinked Suppressed Barrel&amp;quot;, based on the DLT-19 Heavy Blaster Rifle from ''[[Star Wars]]'' (which was actually made from an MG 34).]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|The old MG42 model, before it had its bipod removed.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240==&lt;br /&gt;
Although called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240|FN M240B]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;CrimeFest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|FN M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|Carl Gustaf Ksp 58 B  - 7.62x51mm NATO. For comparison]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The &amp;quot;Ksp 58&amp;quot;.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new ammo box.]]&lt;br /&gt;
[[File:PD2 M240 misc1.jpg|thumb|600px|none|The M240 fitted with the &amp;quot;Lion's bipod&amp;quot; and &amp;quot;Plastic stock&amp;quot;, the latter being more in line with a proper M240 stock.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' downloadable content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow-firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a 45-degree offset iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the ''[[Point Break (2015)|Point Break]]'' heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-lite, which is under &amp;quot;Assault rifles&amp;quot; instead.&lt;br /&gt;
==Remington MSR (**)==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at level 15. It holds 10 rounds in the magazine.&lt;br /&gt;
[[Image:MSR alt.jpg|thumb|none|450px|Remington MSR with Harris bipod and Leupold Mark 4 scope - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 MSR left.jpg|thumb|none|600px|Note that this wooden body is entirely fictional.]]&lt;br /&gt;
[[File:PD2 MSR right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MSR holding.jpg|thumb|none|600px|The standard scope for all sniper rifles is based off the Schmidt &amp;amp; Bender 1-8x24 PM Short Dot.]]&lt;br /&gt;
[[File:PD2 MSR misc1.jpg|thumb|none|600px|The reticle of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the reticle shape or color on this scope.]]&lt;br /&gt;
[[File:PD2 MSR bolt cycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:PD2 MSR reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 MSR reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 MSR reloading3.jpg|thumb|600px|none|Cycling the bolt to chamber a round, or rather, an empty case.]] &lt;br /&gt;
[[File:PD2 MSR misc2.5.jpg|thumb|none|600px|The rifle fitted with the &amp;quot;Tactical Aluminium body&amp;quot; &amp;quot;Sniper Suppressor&amp;quot; and the &amp;quot;Theia Magnified Scope&amp;quot; (actually a Leupold Mark 4 LR/T 8.5-25x50mm (30mm) M1 Illum. Ret fitted with a Barrett BORS)]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 LRS2 (**)==&lt;br /&gt;
The [[Blaser R93|Blaser R93 LRS2 Precision Sniper Rifle]] appears as the &amp;quot;R93&amp;quot; and is unlocked at level 35. It holds 6 rounds in a 5-round magazine.&lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 LRS2 Precision Sniper Rifle - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 R93 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 bolt cycle.jpg|thumb|600px|none|Cycling the straight-pull bolt.]] &lt;br /&gt;
[[File:PD2 R93 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 R93 reloading2.jpg|thumb|600px|none|Putting in a new one.]] &lt;br /&gt;
[[File:PD2 R93 reloading3.jpg|thumb|600px|none|Chambering a round. Note that there's an actual bullet in the chamber.]] &lt;br /&gt;
[[Image:R93SemiWeightRifle.jpg|thumb|none|500px|Blaser R93 Semi Weight Sporting Rifle - .308 Winchester. The same rifle is offered in a &amp;quot;Sporting&amp;quot; configuration.]]&lt;br /&gt;
[[File:PD2 R93 misc1.jpg|thumb|600px|none|The R93 fitted with the &amp;quot;Wooden Body&amp;quot; giving it a similar look to the rifle pictured above.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95 (**)==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the second most powerful one so far, having an astounding damage stat of '''2900''', second only to the RPG-7 included with the OVERKILL Pack, which deals a solid '''10000''' damage per shot.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|The bipod is unfortunately just for show.]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine (**)==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M1907 Carbine]] wa introduced to the game alongside the MG 42, Sterling L2A3 and Mauser C96 as part of the Gage Historical Pack DLC. Known in-game as the &amp;quot;Nagant&amp;quot;, it has a highly unusual name considering how the weapon was clearly modeled after a Mosin rifle, and the Léon Nagant-patented design was shelved before it ever entered mass production. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70.&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon! Also of note is the lack of a firing pin adjustment knob.]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|The Mosin Nagant can be modified with a M38 carbine length barrel...]] &lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|...and a full length M91/30 one.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873 (**)==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:PD2 M1873 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 irons.jpg|thumb|600px|none|Iron sights. The front sight post is barely visible.]] &lt;br /&gt;
[[File:PD2 M1873 cycle1.jpg|thumb|600px|none|Cycling the lever after hip-firing the rifle produces this animation.]] &lt;br /&gt;
[[File:PD2 M1873 cycle2.jpg|thumb|600px|none|When aiming and firing however, this animation is used.]] &lt;br /&gt;
[[File:PD2 M1873 reloading1.jpg|thumb|600px|none|Reloading. Loading up the magazine tube.]] &lt;br /&gt;
[[File:PD2 M1873 reloading2.jpg|thumb|600px|none|Chambering a new round.]] &lt;br /&gt;
[[File:PD2 M1873 misc1.jpg|thumb|600px|none|The Model 1873 decked out with its unique scope and suppressed barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000 (**)==&lt;br /&gt;
The [[Walther WA 2000|Walther WA 2000 Generation 1]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot;. While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 Gen 1 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 left.jpg|thumb|600px|none|Inventory preview of the WA 2000. Note the can-shaped flash hider which denotes a first generation model.]] &lt;br /&gt;
[[File:PD2 WA2000 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 WA2000 holding.jpg|thumb|600px|none|Bodhi preparing to zero in his WA 2000 at the range.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading1.jpg|thumb|600px|none|After pulling some sub-MOA groupings, he reloads the rifle. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading2.jpg|thumb|600px|none|About to load in a new one.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression. Not entirely sure what he's hoping to achieve in doing this however, as the WA 2000 has no backup ironsights to rely on, ol' Gage would be practically blind-firing the rifle in this state.]]&lt;br /&gt;
[[File:Wa2000_second_variant.jpg|thumb|500px|none|Walther WA 2000 Gen 2 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 Gen2 left.jpg|thumb|600px|none|Attaching the Langer Barrel mod turns the WA 2000 into a rough approximation of the second generation model.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] was added along for free with the character Bodhi from the [[Point Break (2015)|Point Break remake]]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. &lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights. Not the best place to put your thumb, however, as this could result in &amp;quot;shooter's thumb&amp;quot; a.k.a. getting whacked in the nose by your thumb knuckle due to the recoil.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty.]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
==DTA Stealth Recon Scout(**)==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout|Desert Tactical Arms Stealth Recon Scout A1 Covert]] was added with the release of the &amp;quot;John Wick Weapon Pack&amp;quot;. Along with the aforementioned Heckler &amp;amp; Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the &amp;quot;Desertfox Sniper Rifle&amp;quot;, it has a black and tan two-tone finish.&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|500px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS left.jpg|thumb|600px|none|Note the 16&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt; barrel, which is not offered in .338 Lapua Magnum, but in .308 Winchester instead. The minimum barrel length offered in .338LM is 18&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;.]] &lt;br /&gt;
[[File:PD2 SRS right.jpg|thumb|600px|none|Although hard to notice in this screenshot, the receiver texture claims this is the .338 Lapua Magnum variant of the Covert, which is at odds with its default barrel length as noted above.]]&lt;br /&gt;
[[File:PD2 SRS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SRS bolt cycle.jpg|thumb|600px|none|Cycling the bolt.]] &lt;br /&gt;
[[File:PD2 SRS reloading1.jpg|thumb|600px|none|Reloading. Removing the dry magazine.]] &lt;br /&gt;
[[File:PD2 SRS reloading2.jpg|thumb|600px|none|Fiddling in a new one.]] &lt;br /&gt;
[[File:PD2 SRS reloading3.jpg|thumb|600px|none|Chambering a new round. Note that the magazine is just barely visible.]] &lt;br /&gt;
[[File:PD2 SRS misc2.jpg|thumb|600px|none|The rifle fitted with its suppressor. Called &amp;quot;Silenced Barrel&amp;quot; in-game, the mod does not change the barrel to an integrally suppressed one, as the name would have one assume, instead it's just a suppressor attached to the end of the barrel.]]&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|450px|Earlier model DTA Stealth Recon Scout with quad-rail handguard and Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS misc1.jpg|thumb|600px|none|The Stealth Recon fitted with the &amp;quot;Long Barrel&amp;quot; mod. Note the quad-rail handguard, meaning that this mod was possibly based of the early model Stealth Recon, as the newer models use a keymod handguard.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov(**)==&lt;br /&gt;
The [[SVD Dragunov]] is available for people who own the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name &amp;quot;Grom&amp;quot; in-game, which translates into &amp;quot;thunder&amp;quot; in Russian. &lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov sniper rifle - 7.62x54mm R]] &lt;br /&gt;
[[File:PD2 SVD left.jpg|thumb|600px|none|Like with the Winchester M70 and Mosin Nagant in-game, the rifle doesn't use the iron sights by default. They have to be bought as a separate modification in order to be used.]] &lt;br /&gt;
[[File:PD2 SVD right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SVD 1.jpg|thumb|none|600px|Sokol watches a street with his Dragunov.]]&lt;br /&gt;
[[File:PD2 SVD 2.jpg|thumb|none|600px|Aiming. At the maximum field of view, it's hard to make out the front sight.]]&lt;br /&gt;
[[File:PD2 SVD 3.jpg|thumb|none|600px|Reloading the SVD.]]&lt;br /&gt;
[[File:PD2 SVD 4.jpg|thumb|none|600px|Inserting a mag into an empty SVD with an ACOG scope attached.]]&lt;br /&gt;
[[File:PD2 SVD 5.jpg|thumb|none|600px|Charging.]]&lt;br /&gt;
[[File:PD2 SVD 6.jpg|thumb|none|600px|John waves his Dragunov at another heister.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher (**)==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L (**)==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock.&lt;br /&gt;
[[Image: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;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|The Mk 1L can take as long as 15 seconds(!) to reload if the user has gone through the whole cylinder. This is because each fired grenade is pulled out and subsequently replaced with a new one. Here a new grenade is loaded.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7 (**)==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 10000, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it's hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights.&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher (**)==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). Like the RPG, it's a secondary weapon.&lt;br /&gt;
[[Image:EX-41 ''CHINA LAKE LAUNCHER''.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
==ATK XM25(**)==&lt;br /&gt;
The latest model of the [[XM25]] grenade launcher was added with the &amp;quot;Gage Spec Ops Pack&amp;quot; DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the &amp;quot;Arbiter Grenade Launcher&amp;quot; in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers.&lt;br /&gt;
[[Image:XM25-2015.jpg|thumb|none|450px|2015 ATK XM25 with new fire control system - 25x40mm]]&lt;br /&gt;
[[File:PD2 XM25 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XM25 right.jpg|thumb|600px|none|Note the open bolt, which is rather odd, as the XM25 fires from a closed bolt.]]&lt;br /&gt;
[[File:PD2 XM25 holding.jpg|thumb|600px|none|Jimmy visiting the bar with his new found friend.]] &lt;br /&gt;
[[File:PD2 XM25 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 XM25 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine with some struggle.]] &lt;br /&gt;
[[File:PD2 XM25 reloading2.jpg|thumb|600px|none|About to insert a new mag full of 25mm grenades.]] &lt;br /&gt;
[[File:PD2 XM25 reloading3.jpg|thumb|600px|none|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH(**)==&lt;br /&gt;
The [[M202 FLASH|M202A1 FLASH]] was added to the game with the release of the Scarface Heist DLC (not to be confused with the similarly-named Scarface '''Character''' DLC, which adds a HK417 instead (see above)). Extremely powerful damage-wise, the M202A1 is second only to the RPG-7 in terms of punch, while boasting a quadrupled magazine size and doubled the reserve capacity, though it has no compatible mods aside from boosts. &lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:PD2 M202 left remastered.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M202 right remastered.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M202 holding.jpg|thumb|600px|none|Here's Hoxton after trying out his new toy on an unfortunate Sosa thug.]]  &lt;br /&gt;
[[File:PD2 M202 aiming.jpg|thumb|600px|none|Aiming through the M202's scope.]]  &lt;br /&gt;
[[File:PD2 M202 reloading1.jpg|thumb|600px|none|Hoxton tops off his M202 with a hearty smack to the release latch.]] &lt;br /&gt;
[[File:PD2 M202 reloading2.jpg|thumb|600px|none|Loading in a new clip. Despite being loaded with orange-tipped warheads, these are not incendiary rockets. The in-game M202 exclusively fires standard HEAT projectiles.]] &lt;br /&gt;
[[File:PD2 M202 reloading3.jpg|thumb|600px|none|Tugging on the clip to lock the rockets in.]] &lt;br /&gt;
[[File:PD2 M202 holding2.jpg|thumb|600px|none|Hoxton taking a detailed look at his &amp;quot;[[Commando]] 101&amp;quot; while aspiring to one day become as badass as [[Arnold Schwarzenegger|Arnold]].]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives, these are treated as mission items rather that deployable equipment.&lt;br /&gt;
[[File:PD2 C4 misc1.jpg|thumb|none|600px|Two pieces of C4 in Wolf's workshop.]]&lt;br /&gt;
[[File:PD2 C4 misc2.jpg|thumb|none|600px|Two C4 charges on a wall. The blue laser is the sensor variant while the red one is of the explosive kind.]]&lt;br /&gt;
[[File:PD2 C4 misc3.jpg|thumb|600px|none|3 sticks of C4 stuck to a safe.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers from time to time. Initially the smoke grenade model was reused for the flash bangs used by the police, but the flash finally got its own model in an update. &lt;br /&gt;
&lt;br /&gt;
A player-usable version was added as part of the Sangres Character Update and requires the appropriate perk unlocked to enable its use. Players are given infinite uses of their smoke grenades, though are entitled to only one at a time and with a short cooldown between each one. Unlike the police smoke grenade, the player-usable variant does more than just obstruct vision by decreasing nearby law enforcers' accuracy, while allowing those inside the smoke to dodge much of the incoming fire. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|A smoke grenade next to a dead Dozer.]]&lt;br /&gt;
[[file:PD2 M18 smoke grenade.jpg|thumb|none|600px|Inventory preview of the player-usable variant. Note that despite their print-on label and color-coded cap, these grenades emit whitish-lavender smoke when thrown instead of intense blue.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade (**)==&lt;br /&gt;
The [[M67 hand grenade]] was added in the first &amp;quot;Gage Weapon Pack&amp;quot; DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit. &lt;br /&gt;
&lt;br /&gt;
Update 100 added another version of the grenade called the &amp;quot;HEF Grenade&amp;quot; that can be used by any player following the Steam group for Payday 2. They work exactly the same as the Aforementioned ones.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:PD2 M67 misc1.jpg|thumb|none|600px|The M67 grenade that was added with the &amp;quot;Gage Weapon Pack&amp;quot;. Note that the model originally used much lower resolution textures,]]&lt;br /&gt;
[[file:PD2 M67 misc2.jpg|thumb|none|600px|The &amp;quot;HEF Grenade&amp;quot;. Note the Overkill bomb attached to the pin.]]&lt;br /&gt;
[[file:PD2 M67 misc3.jpg|thumb|none|600px|A thrown grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate (**)==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added as a melee weapon in the &amp;quot;Gage Historical Pack&amp;quot;. It's referred to as the &amp;quot;Potato Masher&amp;quot; in-game. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:PD2 Model 24 misc1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Model 24 misc2.jpg|thumb|none|600px|Dragan swatting SWAT away from his backyard.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] was added in the &amp;quot;Hoxton's Housewarming Party&amp;quot; update under the misnomer of &amp;quot;Concussion Grenade&amp;quot;. Unlike the normally non-lethal flashbang, concussion grenades are offensive explosives that emit powerful shockwaves when detonated, which can be lethal up close. &lt;br /&gt;
&lt;br /&gt;
After an update, the law enforcers' own version of the flashbang has been updated to use this model.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:PD2 M84 misc1.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M84 misc2.jpg|thumb|600px|none|An M84 grenade on the floor. Note that the grenade's spoon actually flies off and is seen laying on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
Another addition the game's arsenal of grenades is the [[AN-M14 Incendiary Grenade]] as part of &amp;quot;The Search for Kento&amp;quot; community event. As with the Molotov Cocktails, it sets enemies on fire, but does not create a fiery area-of-denial despite being essentially a handheld thermite charge; rather, it explodes more like a regular hand grenade.&lt;br /&gt;
[[File:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN-M14 Incendiary Grenade]]&lt;br /&gt;
[[File:PD2 ANM14 1.jpg|thumb|none|600px|Throwing an incendiary grenade (which looks massive due to perspective) into a tire pyre.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[GE_M134_Minigun#Hand_Held_M134_Minigun|Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest rate-of-fire of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay.&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: 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:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M134 holding.jpg|thumb|none|600px|Houston holds the Hand Held Minigun. The Payday Gang must have recruited its members from a professional group of weight lifters, considering how they are able to deadlift a 48lbs+ gatling gun and lug it around without breaking a sweat. The CrimeFest 2015 updates have also removed the movement speed penalty for machineguns, meaning the Minigun is now no more cumbersome than a dinky Walther PPK.]]&lt;br /&gt;
[[file:PD2 M134 reloading1.jpg|thumb|none|600px|Reloading. Beginning with removing the belt.]]&lt;br /&gt;
[[file:PD2 M134 reloading2.jpg|thumb|none|600px|After a lot of fiddling around off screen, a new belt is inserted.]]&lt;br /&gt;
[[file:PD2 M134 misc1.jpg|thumb|none|600px|The M134 with &amp;quot;The stump barrel&amp;quot; and &amp;quot;I'll take half that kit&amp;quot; (the latter coloring parts of the weapon red, persumably making the weapon lighter, but also cutting down the total amount of ammo that one can carry). As stated above, Crimefest 2015 removed the speed penalty with LMGs and the Minigun. However, they neglected to remove the speed buffs for cut down minigun parts at the same time, leading to the ability to run nearly twice as fast with a MINIGUN then any other weapon in the game. This was thankfully later patched. ]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5K|Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above. In Update 100, this model was replaced with a new Sentry Gun using a [[FN P90]] as its base.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|The original sentry gun in game.]]&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 turret1.jpg|thumb|600px|none|The Sentry Gun was updated from a MP5K briefcase contraption to this P90 contraption. This is the standard version...]] &lt;br /&gt;
[[File:PD2 P90 turret2.jpg|thumb|600px|none|and this is the suppressed version. The suppressed version will have a smaller chance of being targeted by enemies, prolonging its use.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties. Though the rate of fire is befitting of the [[Browning M3|Browning M3 Aircraft]], it is obviously modeled after an M2 and not the M3. The SWAT Van Turret itself appears to be a modified version of a C.R.O.W.S II RWS. The Browning M2HB is a very commonly used weapon for this kind of weapon system.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:PD2 SVT.jpg|thumb|none|600px|The SWAT Van Turret as it appears when it deploys from the roof of the SWAT van.]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The motel overrun by Russian mobsters in the &amp;quot;Hotline Miami&amp;quot; job has [[M18A1 Claymore]] booby traps randomly placed on some of the door frames to the rooms.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:PD2 Claymore.jpg|thumb|none|600px|As it turns out, Chains brought the right kind of VHS to this inn.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Payday (disambiguation)]]&lt;br /&gt;
&lt;br /&gt;
[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Payday 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=1111719</id>
		<title>Team Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=1111719"/>
		<updated>2017-06-09T02:27:33Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: some patch updates from.... the last year or two. been a long time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tf2 standalonebox.jpg|thumb|right|300px|''Team Fortress 2'' (2007)]]&lt;br /&gt;
&lt;br /&gt;
'''''Team Fortress 2''''' is a Source engine first-person shooter created by Valve. As the name implies, the action is team-based, with both teams composed of nine distinct classes divided into offensive, defensive, and support categories. The game is well known for its dark humor, infinite fan-controversy and incredibly lazy, if hilarious, animations.&lt;br /&gt;
&lt;br /&gt;
The game's art style is a distinctive cartoonish take on Sixties espionage; the designs of the game's weapons are stylized versions of familiar designs.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game Team Fortress 2:''' &lt;br /&gt;
&lt;br /&gt;
= Shared Weapons =&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The secondary weapon for the Engineer and Scout classes, the Pistol is a mixture of the [[Makarov PM]], [[Walther PPK]], and [[Smith &amp;amp; Wesson 61 Escort]]. It possesses the Makarov's slide, trigger, upper frame, the PPK's ejection port, handle, handgrips, and the S&amp;amp;W's trigger guard.&lt;br /&gt;
&lt;br /&gt;
It lacks power and has only average accuracy, but has good range and is semi-automatic with a very fast reload time for its twelve-round magazine. The light-traveling Scout carries three extra magazines, and the ever-prepared Engineer carries sixteen extra magazines and two-thirds of one more.&lt;br /&gt;
&lt;br /&gt;
The Pistol is an excellent alternative to finish off an enemy instead of reloading the shotgun, defend oneself when retreating, or for picking off enemies at a distance.&lt;br /&gt;
&lt;br /&gt;
Interestingly, early [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] shows that there was originally supposed to be a sidearm based on the [[SIG P210]].&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|left|300px|none|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:WaltherPPK.jpg|thumb|left|300px|none|Walther PPK - .380 ACP]]&lt;br /&gt;
[[Image:S&amp;amp;W61Escort.jpg‎|thumb|left|300px|none|Smith &amp;amp; Wesson 61 Escort - .22 Long Rifle (Blank adapted movie gun)]]&lt;br /&gt;
[[Image:Engineer_Pistol.jpg|thumb|left|400px|none|In-game model, simply called &amp;quot;Pistol&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Pistol Ingame.jpg|thumb|left|500px|none|The Engineer holds his Pistol in-game in his optional prosthetic &amp;quot;Gunslinger&amp;quot; hand]]&lt;br /&gt;
[[File:TF2 - Pistol Taunt Ingame.jpg|thumb|left|500px|none|An Engineer taunts while holding the Pistol in his prosthetic &amp;quot;Gunslinger&amp;quot; hand.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Luger P08 ==&lt;br /&gt;
&lt;br /&gt;
Max's signature &amp;quot;Lugermorph&amp;quot; sidearm in the ''Sam and Max: Freelance Police'' series appears as an unlockable secondary weapon for the Scout (and the Engineer after the July 1st 2010 update) for players who pre-ordered ''Sam &amp;amp; Max: The Devil's Playhouse'' or bought it within the first week of its release, or by winning it from Max in the game ''Poker Night at the Inventory''. Based on the [[Luger P08]], the Lugermorph is only a cosmetic reskin of the regular Pistol.&lt;br /&gt;
&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:Weapon lugermorph.png|thumb|400px|none|Max's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2Lugermorph1stPerson.jpg|thumb|400px|none|The Luger P08 in first person.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
A sawed-off [[Ithaca 37]] &amp;quot;Shotgun&amp;quot; is the Engineer's primary weapon and the secondary weapon for the Soldier, Pyro, and Heavy. Although it is his primary weapon, the Engineer uses it primarily in self-defense and in defense of his buildings. At close range, the Shotgun deals great damage, but falls off noticeably at mid range. The other classes that use the Shotgun as a secondary have highly-damaging primary weapons and use the Shotgun to finish off injured opponents or to conserve primary weapon ammo. In the Soldier's Shotgun taunt, he fires three shots in the manner of a twenty-one-gun salute, though no ammo is expended and causes no damage. Also when drawing it, the Pyro will rack the slide, which the other classes don't do.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca m37sawedoff.jpg|thumb|none|400px|Ithaca 37 with sawed-off stock and barrel - 12 Gauge]]&lt;br /&gt;
[[Image:Engineer_Shotgun.jpg|thumb|400px|none|Notice that the Shotgun's ejection port is on the left side, not the bottom like the real Ithaca 37, but oddly ejects to the right in-game.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheSpy.jpg|thumb|500px|none|The Soldier racks the Ithaca 37's pump action after he deals with a Spy in ''Meet the Spy''.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheScout.jpg|thumb|500px|none|The Heavy shoulders his Ithaca 37 in ''Meet the Scout''. Note that his ring-finger fills up the entire trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Mossberg 500 ==&lt;br /&gt;
&lt;br /&gt;
There are two shotguns in the game that bear a resemblance to the [[Mossberg 500]]. &amp;quot;The Family Business&amp;quot; is an unlockable secondary weapon for the Heavy, is fitted with wooden furniture and tubular stock and a safety selector mounted on the left side of the receiver above the trigger. It holds eight rounds (the highest ammo capacity of all the shotguns in the game) and appears to be 20 gauge, since it does less damage per shot. Due to a bug, spent shells from &amp;quot;The Family Business&amp;quot; are ejected from the center of the screen, appearing out of thin air. In addition, the pump has no animation; the whole weapon moves back and forth instead of the pump. It fires 15% faster than the default Shotgun&lt;br /&gt;
&lt;br /&gt;
The other shotgun is the &amp;quot;Reserve Shooter&amp;quot;, which features a green frame with a white star inside of a ring similar to the symbol seen on US Army vehicles in World War II, a green USMC-style barrel clamp, wooden sawed-off stock, and wooden forend. Originally available exclusively to the Soldier, recent updates allowed it to be used by the Pyro as well. It only holds four rounds, and for five seconds after drawing it will deliver mini-crits to targets in mid-air, though only ones launched as a result of knockback, such as explosives or the airblast. As another effect, the user will switch to the weapon 20% faster. Interestingly, the weapon has an ejection port on the left side, but ejects spent shells to the right when fired. The &amp;quot;Reserve Shooter&amp;quot; also makes a distinctly deeper sound when fired that is noticeably different from most of the other shotguns in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Persuader&amp;quot; with high-capacity magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:TF2-The Family Business.jpg|thumb|none|400px|&amp;quot;The Family Business&amp;quot;]]&lt;br /&gt;
[[File:TF2 - FamilyBusiness Taunt Ingame.jpg|thumb|none|500px|A Heavy taunts with the &amp;quot;Family Business.&amp;quot; Note the Soviet hammer and sickle symbol on the stock.]]&lt;br /&gt;
[[File:TF2ReserveShooterConceptArt.jpg|thumb|none|400px|Concept art for the Reserve Shooter.]]&lt;br /&gt;
[[File:TF2ReserveShooterReload.jpg|thumb|none|500px|Reloading the Reserve Shooter.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The &amp;quot;Panic Attack&amp;quot; shotgun is based off a [[Winchester Model 1897]] in it's famous &amp;quot;Trench Gun&amp;quot; configuration, with a sawed down stock and a drum magazine loaded into the bayonet mount. The weapon acts similarly to the Soldier's Beggar's Bazooka, having the player load in rounds and firing them off in a quick succession. The weapon also loads shells 50% faster than the Ithaca 37 listed above. The weapon also fires faster as the player's health gets lower, but accuracy decreases as well.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|none|400px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 Gauge.]]&lt;br /&gt;
&lt;br /&gt;
= Scout =&lt;br /&gt;
&lt;br /&gt;
== COP 357 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Shortstop,&amp;quot; a pearl-gripped derringer based on the [[COP 357 Derringer|COP 357]] with a single external hammer, is one of the Scout's unlockable primary weapons. It has a tighter spread than the Scattergun, fires 75% faster, and reloads in one second, but inflicts 20% less damage overall and only loads four rounds. It is the only primary weapon based on a secondary. Though the Shortstop seems to fire .357 Magnum rounds loaded with &amp;quot;snake shot&amp;quot; instead of bullets, it used to draw from the same ammunition pool as the Pistol, Lugermorph, or Winger, which has been changed. The Shortstop currently has the unique feature of enabling the Scout to do a shove attack at an enemy in front of him, though it increases all knockback force taken by 20% while active.&lt;br /&gt;
&lt;br /&gt;
[[Image:N-copb.jpg|thumb|none|300px|COP 357 - .357 Magnum]]&lt;br /&gt;
[[Image:Tf2derringer.jpg|thumb|none|300px|The Shortstop]]&lt;br /&gt;
[[File:TF2 - Shortstop Ingame.jpg|thumb|none|500px|The Shortstop in-game. Clearly visible here is the weapon's external hammer ,which isn't lined up with any of the barrels, leaving one to guess at the weapon's internal workings.]]&lt;br /&gt;
[[File:TF2 - Shortstop 3rdP Ingame.jpg|thumb|none|500px|The Scout holds his Shortstop on pl_upward.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 3032 Tomcat ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winger&amp;quot; resembles a [[Beretta 3032 Tomcat]] with a radiation hazard symbol on the grips and yellow wings imprinted at the rear of the slide and a squared back-end with no external hammer. It is an unlockable secondary weapon for Scout, which inflicts 15% more damage per shot than the Pistol, but only loads five rounds. It also increases the user's maximum jump height by 25%.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta3032TomcatSS.jpg|thumb|none|300px|Beretta 3032 Tomcat in Stainless Steel - .32 ACP]]&lt;br /&gt;
[[File:TF2 - Winger Ingame.jpg|thumb|none|500px|The Winger ingame.]]&lt;br /&gt;
[[File:TF2 - Winger 3rdP Ingame.jpg|thumb|none|500px|Third-person shot of the Winger.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Model 1908 Vest Pocket ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Pretty Boy's Pocket Pistol&amp;quot; is based on the [[Colt Model 1908 Vest Pocket]] with wood grips. The pistol's name is inspired by notorious gangster Charles &amp;quot;Pretty Boy&amp;quot; Floyd. The weapon also shares the same reloading animation as the Scout's default pistol. It fires 25% slower than the normal Pistol but will prevent the Scout from taking fall damage when held out. In addition, it makes the Scout take 20% more damage from all sources but allows him to restore up to 5 health per hit&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt1908pocket.jpg|thumb|none|300px|Colt Model 1908 Vest Pocket with wood grips .25 ACP]]&lt;br /&gt;
[[File:TF2PrettyBoysPocketPistol.jpg|thumb|none|500px|The Colt Model 1908 in first person.]]&lt;br /&gt;
[[File:TF2Colt1908PromoImage.jpg|thumb|none|500px|Promo image for the Colt M1908.]]&lt;br /&gt;
&lt;br /&gt;
== Fictional Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's default primary weapon is a sawed-off double-barreled &amp;quot;Scattergun&amp;quot; with an integral six-round drum magazine and lever action.&lt;br /&gt;
&lt;br /&gt;
Oddly, the Scout never actually loads new shells into the weapon; he simply works the lever to eject spent shells (perhaps due to a bug, the shells are ejected facing backward), which replaces them with fresh ammo. The Scattergun is one of a few weapons that has unique damage ramp-up at short range, having a higher upper cap than even other shotguns&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2 Scattergun.jpg|thumb|none|450px|The Scattergun]]&lt;br /&gt;
[[File:TF2 - DoubleBarrel MeetTheScout.jpg|thumb|none|500px|The Scout readies his Scattergun in ''Meet the Scout''.]]&lt;br /&gt;
[[File:TF2 - Scattergun Ingame.jpg|thumb|none|500px|A burning Scout flies through the air, holding his Scattergun, on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's initial unlockable primary weapon is a [[12 Gauge Double Barreled Shotgun]] with sawed-off barrels called the &amp;quot;Force-A-Nature.&amp;quot; Compared to the Scattergun, it has a higher rate of fire and fires more pellets per shot, but does slightly less damage per pellet and only holds two shots at a time. Targets hit at close range are knocked back a considerable distance; if the Scout fires it in mid-air, he is knocked back as well, which can be used to give the Scout a third jump.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Soda Popper&amp;quot; is a haphazardly-repaired Force-A-Nature with a can of Crit-a-Cola taped under the barrels replacing the foregrip. The Soda Popper reloads 25% faster than the Force-A-Nature and fires 50% faster than the Scattergun. Equipping the Popper gives the Scout a &amp;quot;Hype&amp;quot; meter, filled by moving and jumping, and if activated when full will allow him to jump five extra times in mid-air until the boost ends.&lt;br /&gt;
&lt;br /&gt;
Both the Force-A-Nature and Soda Popper only load two shots, and reloading while one round is left wastes the unfired round. The Soda Popper's shells have radiation hazard symbols on the bases.&lt;br /&gt;
	 	&lt;br /&gt;
[[Image:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|A Stevens 1960s SBS 12 gauge with the barrels sawed-off, similar to the Force-A-Nature, but less compact and cartoonishly proportioned.]]&lt;br /&gt;
[[Image:TF2 Force-A-Nature.jpg|thumb|none|400px|The Force-A-Nature]]&lt;br /&gt;
[[File:TF2 - ForceANature Ingame.jpg|thumb|none|500px|The Force-A-Nature in-game.]]&lt;br /&gt;
[[File:TF2 - ForceANature Taunt Ingame.jpg|thumb|none|500px|A Scout taunts with the Force-A-Nature on pl_hoodoo_final.]]&lt;br /&gt;
[[File:TF2SodaPoperPromoImage.jpg|thumb|none|400px|Promo image for the Soda Popper.]]&lt;br /&gt;
[[File:TF2SodaPoper1stPerson.jpg|thumb|none|500px|Soda Popper in 1st person.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1887 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Love and War Update, the &amp;quot;Back Scatter&amp;quot; appears to be a [[Winchester Model 1887]] with an [[MG15 machine gun|MG15]] style magazine, as well as a sawed-off barrel and stock. The &amp;quot;Back Scatter&amp;quot; works similarly to the Pyro's &amp;quot;Backburner&amp;quot; flame thrower, dealing out more damage if the enemy is shot from behind. Enemies shot from behind within roughly thirty feet suffer mini-crits, though the weapon cannot inflict random critical hits and is twenty percent less accurate than the normal Scattergun. Just like the Scout's default Scattergun, the weapon is reloaded by cycling the lever action, with no new shells shown being loaded into the weapon.&lt;br /&gt;
[[Image: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;
[[Image:TF2BackScatter.JPG|thumb|none|400px|The Back Scatter]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the [[Browning Auto-5]] appears as an unlockable primary weapon for the Scout, referred to in-game as the &amp;quot;Baby Face's Blaster&amp;quot;. The weapon has a lever-action loop, integral drum magazine and a &amp;quot;mare's leg&amp;quot; style sawed-off stock &amp;amp; barrel. It functions similar to the default Scattergun, though reduces Scout's initial speed by 10% and holds only 4 shells. However, dealing damage with the weapon fills a &amp;quot;Boost&amp;quot; meter, which allows the Scout to run faster, up to a max of double speed at full Boost. The boost is partly lost when jumping and when taking damage. The name is inspired from infamous gangster &amp;quot;Baby-Face Nelson&amp;quot;. It also has a similar firing sound as the &amp;quot;Reserve Shooter&amp;quot; mentioned above.&lt;br /&gt;
&lt;br /&gt;
[[Image:RemingtonRiot11.jpg|thumb|none|350px|Browning Auto-5 12 gauge]]&lt;br /&gt;
[[File:TF2Auto51stPerson.jpg|thumb|none|500px|The Auto-5 in first person.]]&lt;br /&gt;
[[File:TF2BabyFace'sBlasterPromoImage.jpg|thumb|none|500px|Promo image for the Baby Face Blaster.]]&lt;br /&gt;
&lt;br /&gt;
=  Soldier =&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The Soldier's primary weapon is the &amp;quot;Rocket Launcher.&amp;quot; Unlike its single-shot real-life counterpart, the [[RPG-7]], the Rocket Launcher can pack four rockets at a time inside the tube and it has its grip orientation reversed. The game allows for &amp;quot;rocket jumping,&amp;quot; wherein a Soldier shoots towards the ground as he jumps, using the blast from the explosion to propel himself through the air over large distances and obstacles. The rockets, along with the Demoman's grenades, are the most damaging weapons in the game: a critical shot from either is usually enough to take out any enemy player in the blast radius. It is worth noting, however, that  [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] features the correct grip orientation, along with a scope and front sight.&lt;br /&gt;
&lt;br /&gt;
A craftable or purchased variant called &amp;quot;Rocket Jumper&amp;quot; comes with forty spare rounds but inflicts no damage. It is intended for players to use for rocket jumping practice.&lt;br /&gt;
&lt;br /&gt;
The unlockable &amp;quot;Direct Hit&amp;quot; resembles the Soldier's original Rocket Launcher but with a fatter body, slimmed-down exhaust tube, and a (cosmetic) targeting scope. The Direct Hit has 30% of the Rocket Launcher's splash radius, but its rockets travel 80% faster (roughly 84 mph).&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Soldier_Rocket_Launcher.jpg|thumb|none|400px|none|The cartoonish Rocket Launcher from ''Team Fortress 2''.]]&lt;br /&gt;
[[Image:6h875v5.jpg|thumb|none|500px|none|This is all that's left of a BLU Engineer after being insta-gibbed with the Rocket Launcher.]]&lt;br /&gt;
[[File:TF2 - RPG Trailer2.jpg|thumb|none|500px|none|Multiple soldiers holding the RPG-7-based weapon in ''Trailer 2''. The rocket on the end of the tube made its resemblance to the RPG-7 even closer, and was removed prior to the game's release.]]&lt;br /&gt;
[[Image:TF2-Direct Hit.jpg|thumb|none|400px|none|The &amp;quot;Direct Hit&amp;quot;.]]&lt;br /&gt;
[[File:TF2 - DirectHit Ingame.jpg|thumb|none|500px|none|The Soldier with the &amp;quot;Direct Hit&amp;quot; on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== M202 FLASH ==&lt;br /&gt;
&lt;br /&gt;
A single-barreled version of the [[M202 FLASH]] rocket launcher without the scope is an unlockable Soldier weapon called &amp;quot;The Black Box.&amp;quot; It restores up to 20 health per rocket fired, but only holds 3 rockets.&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2_FLASH.JPG|thumb|none|350px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[Image:TF2-Black Box.jpg|thumb|none|350px|The &amp;quot;Black Box&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Blackbox Ingame.jpg|thumb|none|500px|A Soldier carries the Black Box on ctf_turbine.]]&lt;br /&gt;
&lt;br /&gt;
== M20A1 &amp;quot;Super Bazooka&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Liberty Launcher&amp;quot; is an unlockable rocket launcher for the Soldier. Although made as an ambiguous old [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|&amp;quot;Bazooka&amp;quot;]] type weapon, it is notably based on the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;#M20A1/A1B1 &amp;quot;Super Bazooka&amp;quot;(3.5&amp;quot; Rocket)|M20A1 &amp;quot;Super Bazooka&amp;quot;]] with many elements from the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1 &amp;quot;Bazooka&amp;quot;]] and [[RPG-7]]. It holds one extra rocket and its rockets fly 40% faster than the basic Rocket Launcher's but they deal 25% less damage.&lt;br /&gt;
&lt;br /&gt;
[[Image:M20A1.gif|thumb|none|450px|M20A1 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Bazookasmithsonian.jpg|thumb|none|450px|M1 Bazooka - 2.36&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:TF2-Liberty Launcher.jpg |thumb|none|450px|The &amp;quot;Liberty Launcher&amp;quot;]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher Ingame.jpg|thumb|none|500px|The &amp;quot;Liberty Launcher&amp;quot; ingame.]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher 3rdP Ingame.jpg|thumb|none|500px|Third Person view of the &amp;quot;Liberty Launcher&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Beggar's Bazooka ==&lt;br /&gt;
&lt;br /&gt;
A fictional rocket launcher that was added in the Pyromania Update; the &amp;quot;Beggar's Bazooka&amp;quot; is a rocket launcher that the Soldier constructed out of assorted salvaged materials. A distinctive feature of this weapon is the ability to fire three rockets in a 'burst mode', dealing devastating damage to all but the strongest enemies. Accidentally loading a fourth rocket will cause an explosion in the launcher, damaging the Soldier and removing one stored rocket. The weapon cannot regain ammunition from friendly Dispensers when held out, and differs from all other rocket launchers in that it features a small degree of random projectile spread&lt;br /&gt;
&lt;br /&gt;
[[File:TF2BeggersBazooka.jpg|thumb|none|500px|Beggar's Bazooka.]]&lt;br /&gt;
[[File:TF2BeggersBazooka1stPerson.jpg|thumb|none|500px|First-person view of the Beggar's Bazooka]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 Hand Grenade ==&lt;br /&gt;
&lt;br /&gt;
The Soldier wears two [[Mk 2 hand grenade]]s strapped to his chest. He uses them as demonstration aids in the ''Meet the Soldier'' promotional video. He only uses them in-game as part of his &amp;quot;kamikaze&amp;quot; taunt: he pulls the pin on one and waits, killing himself and any enemy within a six foot radius. The grenades appear to have an overall black coloration with an orange/yellow band around the body. In another taunt, the Soldier will juggle these grenades and extra ammo for his Rocket Launcher.&lt;br /&gt;
&lt;br /&gt;
[[Image:MKIITrainingGrenade.jpg|thumb|none|150px|Mk 2 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:TF2SoldierNades.JPG|thumb|none|500px|The Soldier with his hand grenades in ''Meet the Soldier''.]]&lt;br /&gt;
&lt;br /&gt;
= Pyro =&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
&lt;br /&gt;
The Pyro's primary weapon is a custom-built flamethrower. It uses a propane tank as a fuel source and a team-colored gasoline pump handle for a trigger assembly. Enemies hit with the flame from the weapon will instantly ignite and take additional damage for approximately ten seconds unless extinguished (with the exception of other Pyros, who do not burn). The alternate fire emits a blast of propellant that can extinguish burning teammates, bounce enemies, and deflect non-hitscan projectiles (i.e. everything except bullets). There are three alternate flamethrowers available, the Backburner, the Degreaser, and the Phlogistinator.&lt;br /&gt;
&lt;br /&gt;
The Backburner is distinguished by a crudely-made team-colored dragon head welded over the muzzle. It always inflicts critical hits from behind (hence the name), but uses 50 ammo per airblast and cannot get random critical hits.&lt;br /&gt;
&lt;br /&gt;
The Degreaser is comprised of a gas pump, car muffler, exhaust pipe, a team-colored fire extinguisher, and stove top burner. When equipped, the Pyro will switch to it 60% faster than the other flamethrowers, though it deals 66% less damage via afterburn and uses 25 ammo for every airblast instead of 20&lt;br /&gt;
&lt;br /&gt;
The Phlogistinator is a steampunk ray gun. It does not have an airblast, but features a critical boost called &amp;quot;Mmmph&amp;quot;, filled by burning enemies. When full, the Pyro can taunt to use the boost, giving guaranteed critical hits until it wears off (as well as invulnerability during the taunt itself), though it cannot get random critical hits&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|400px|A BLU Pyro firing the Flamethrower in ''Meet the Soldier'']]&lt;br /&gt;
[[File:TF2FlameThrower1stPerson.jpg|thumb|none|400px|1st person view of the Flame Thrower.]]&lt;br /&gt;
[[File:TF2FlameThrowerPromoImage.jpg|thumb|none|400px|Promo image of the Pyro holding the Flame Thrower.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Flare Gun&amp;quot; is an unlockable secondary weapon for the Pyro. It is an oversized, elongated flare gun in team colors. It has an overall appearance similar to the [[Orion Flare Gun]] with the latching mechanism of the [[M8 flare pistol]]. Enemies hit with its projectiles (with the exception of other Pyros) are set on fire, and it inflicts a critical hit on a target that is already on fire.&lt;br /&gt;
&lt;br /&gt;
The Über Update added the &amp;quot;Detonator,&amp;quot; a modified flare gun that allows its user to detonate its rounds in mid-flight, though it deals 25% less damage than the Flare Gun. Targets in the blast radius are set alight just as if they had taken a direct hit. The Pyro wielding it suffers 50% more damage from his own weapons, making premature detonation a serious matter. Skilled Pyros can also use the Detonator to launch themselves into the air in a similar manner to the Soldier and Demoman using their rocket launcher and sticky launcher. Unlike the Flare Gun, the Detonator will only get mini-crits on burning targets.&lt;br /&gt;
&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|400px|none|Orion Flare Gun - 12 Gauge]]&lt;br /&gt;
[[Image:The_Tf2_Flare_Gun.jpg|thumb|400px|none|&amp;quot;The Flare Gun.&amp;quot; Note that the breech latch seems to be based on that of the [[M8 Flare Pistol]].]]&lt;br /&gt;
[[File:TF2 - Flaregun Ingame.jpg|thumb|500px|none|The Flare Gun in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Scorch Shot ==&lt;br /&gt;
&lt;br /&gt;
A third flare gun added as part of the Pyromania Update is the &amp;quot;Scorch Shot.&amp;quot; It is overall grey in color with an orange band around the muzzle. In addition to setting enemies on fire, it also knocks them backwards, similar to the effects of the Scout's Force-A-Nature shotgun. The projectiles fired by the Scorch Shot will bounce off whatever they hit, and can injure the Pyro who fired them if they hit him (such as if he fires at a wall directly in front of himself). Taunting with the Scorch Shot will perform his 'execution' taunt, wherein the Pyro stands side-on to wherever he's aiming at the time and draws down with the Scorch Shot, firing a single round. Like other attack taunts in the game, the 'execution' taunt will kill enemies hit by it at close range, while only doing normal damage at a distance (it is also the only taunt attack that consumes ammo; expending one round per taunt). The flares fired by the Scorch Shot will also destroy sticky bombs, just like the Demoman's Scottish Resistance mentioned below. They also deal 35% less damage than the Flare Gun and will do mini-crit damage to burning targets, just like the Detonator&lt;br /&gt;
&lt;br /&gt;
[[File:TF2SorchShot.jpg|thumb|400px|none|The Scorch Shot.]]&lt;br /&gt;
[[File:TF2SorchShot1stPerson.jpg|thumb|400px|none|First-person view of the Scorch Shot]]&lt;br /&gt;
&lt;br /&gt;
==Incendiary Grenade==&lt;br /&gt;
&lt;br /&gt;
The Pyro wears three cylindrical grenades strapped to his chest. Given that most of the Pyro's weapons are fire-based, it's reasonable to assume these are supposed to be incendiary grenades; their shape is similar to the [[AN/M14 incendiary grenade]]. They have black bodies with an orange/yellow band and spoons.&lt;br /&gt;
&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 Incendiary Grenade]]&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|500px|A view of the incendiary grenades on the chest of a BLU Pyro in ''Meet the Soldier'']]&lt;br /&gt;
&lt;br /&gt;
= Demoman =&lt;br /&gt;
&lt;br /&gt;
==Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The Demoman's primary weapon is a grenade launcher that appears to be an amalgamation of several designs. In particular, it has the rotary magazine and break-open reloading of a [[Milkor MGL]] attached to the stock, handguard, and front leaf sight of an [[M79 grenade launcher]]. Despite being modeled with a six-round cylinder, the weapon only holds a maximum of four grenades, due to the fact that it originally held six, but the model was never updated. The launcher fires team-colored grenades that detonate after a few seconds' delay or on impact with an enemy.&lt;br /&gt;
&lt;br /&gt;
A popular tactic with this weapon is to lob volleys of grenades like mortar rounds at dug-in enemies to soften up their defenses prior to an assault.&lt;br /&gt;
&lt;br /&gt;
[[File:MMGLMk1.jpg|thumb|none|350px|Milkor MGL - 40mm]]&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Grenade Launcher .jpg|thumb|none|350px|The Grenade Launcher from ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2DemoNade.JPG|thumb|none|500px|The Demoman's grenade launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[File:TF2 - M79 MeetTheDemoman.jpg|thumb|none|500px|The Demoman holds his launcher in ''Meet the Demoman''.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Loch-n-Load&amp;quot; is a craftable or purchased primary weapon for the Demoman. It resembles a double-barreled M79 grenade launcher arranged in an over/under configuration. The weapon only holds three (yes, three) grenades compared to the Grenade Launcher, but grenades deal 20% more damage to buildings only and fly 25% faster, similar to the Direct Hit. However, grenades fired will shatter harmlessly unless hitting an enemy player or building, and have a 25% smaller explosion range on a direct hit. Its double-barreled model was originally due to its former capacity of only two grenades, much like the regular Grenade Launcher displaying six chambers rather than four, but this has been changed as of December 22, 2014.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Loch n' Load.jpg|thumb|none|350px|The Loch-n-Load]]&lt;br /&gt;
[[File:TF2 - Lochnload Ingame.jpg|thumb|none|500px|A Demoman carries the Loch-n-Load grenade launcher in the BLU spawn room on ctf_turbine. Note how the front sight is out of alignment with the mounting bracket; this is a bug that was caused by an update after the Loch-n-Load was released]]&lt;br /&gt;
&lt;br /&gt;
== Sticky Bomb Launcher ==&lt;br /&gt;
&lt;br /&gt;
The secondary weapon of the Demoman is a drum-fed grenade launcher known as the Sticky Bomb Launcher. It holds up to 8 sticky bombs at a time which stick to non-moving surfaces and are manually detonated by the player. The range of the weapon can be increased by holding down the fire button, making the bombs fly further when they're finally fired. The Demoman reloads this weapon by ratcheting a charging handle mounted on the left side above the trigger. Like the Scout's Scattergun, no new ammo is seen being loaded into the launcher during reloading. Like the Soldier's Rocket Launcher, the Demoman can 'sticky-jump' by jumping just as he detonates a sticky bomb under his feet. Two specialized versions of the Sticky Bomb Launcher are also available; the &amp;quot;Scottish Resistance&amp;quot;, which has a higher rate of fire, the ability to set more bombs, and the ability to detonate individual bombs by aiming at them (which can also destroy enemy sticky bombs) and the &amp;quot;Sticky Jumper&amp;quot; which fires sticky bombs that do no damage at all and are used solely for executing sticky jumps.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2StickyBombLauncher.jpg|thumb|none|400px|]]&lt;br /&gt;
[[Image:TF2StickyLauncher.JPG|thumb|none|500px|A Sticky Bomb Launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2ScotResist.JPG|thumb|none|500px|A Scottish Resistance in ''Team Fortress 2''. Note that the front sights seem to have been replaced with a laser pointer taped atop the muzzle, also the model itself is lower quality than the Sticky Bomb Launcher.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate ==&lt;br /&gt;
&lt;br /&gt;
Released alongside the Loch-n-Load, the &amp;quot;Ullapool Caber&amp;quot; is a Mann Co.-branded [[Model 24 Stielhandgranate]] with black tape around the grip. The Demoman does not throw it (as one would expect a Scot to throw a caber or a sober man to throw a grenade); he swings it as a melee weapon. The first hit with the Caber against an enemy or solid object causes it to detonate, propelling the Demoman into the air and leaving him with a weak melee weapon (if he survives the fall) until he respawns or resupplies.&lt;br /&gt;
&lt;br /&gt;
[[Image:24-43 grenade.jpg|thumb|none|350px|Model 24 Stielhandgranate High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:TF2-Ullapool Caber.jpg|thumb|none|300px|The Ullapool Caber]]&lt;br /&gt;
[[File:TF2 - Telefonmast Ingame.jpg|thumb|none|500px|The Demoman swings the Ullapool Caber.]]&lt;br /&gt;
&lt;br /&gt;
= Heavy =&lt;br /&gt;
&lt;br /&gt;
== Multi-Barrel Miniguns ==&lt;br /&gt;
&lt;br /&gt;
The Heavy's signature weapon is &amp;quot;Sasha,&amp;quot; a portable minigun based on a [[GE M134 Minigun]] with Dillon Aero flash suppressors and a white 200-round ammunition drum, in a configuration probably based on the feed system used by the [[M61 Vulcan]] mounted on the F/A-18. Heavy claims that she weighs 150 kilograms (roughly 330.75 pounds) and fires $200 custom-tooled cartridges at 10,000 RPM (in-game, she fires at 2,400 RPM). Heavy has to ready Sasha before she can fire; while her barrels spin, Heavy's movement speed is reduced to 47%. The weapon also has lessened damage and accuracy for a short time after being spun.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Natascha&amp;quot; is an unlockable primary weapon for Heavy. Natascha has a black ammo drum and an external feed mechanism. Hits from Natascha reduce the target's movement speed, but she requires 30% more spin-up time and inflicts 25% less damage. As an additional upside, Natascha gives the Heavy 20% damage resistance when fully spun-up&lt;br /&gt;
&lt;br /&gt;
Winning against the Heavy in the crossover poker game ''Poker Night at the Inventory'' unlocks a Minigun called the &amp;quot;Iron Curtain.&amp;quot; Heavy claims he made it himself from Soviet iron and mahogany from Alexander II's favorite chair and it displays the hammer and sickle on the drum. The Iron Curtain is a cosmetic reskin of Sasha.&lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M61-FA-18.jpg|thumb|none|400px|M61 Vulcan in the mounting used by the F/A-18 Hornet - 20x102mm]]&lt;br /&gt;
[[Image:Minigun.png|thumb|none|400px|none|Sasha, a minigun.]]&lt;br /&gt;
[[File:TF2IronCurtain.jpg|thumb|none|400px|none|The Iron Curtain.]]&lt;br /&gt;
[[Image:Natascha.png|thumb|none|400px|none|Natascha, also a minigun.]]&lt;br /&gt;
[[File:TF2 - Minigun Trailer2.jpg|thumb|none|500px|none|The Heavy fires Sasha in ''Trailer 2''. This was before the game's release, showing that this particular weapon is one of the few that did not go through any more design changes.]]&lt;br /&gt;
[[File:TF2 - Minigun2 Ingame.jpg|thumb|none|500px|none|A burning Heavy fires Natascha on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Sascha Taunt Ingame.jpg|thumb|none|500px|none|Heavy loves his gun.]]&lt;br /&gt;
&lt;br /&gt;
== 1861 Gatling Gun == &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Brass Beast&amp;quot; is another unlockable primary weapon for the Heavy, based on an 1860's [[Gatling Gun]]. It appears to have a Broadwell drum modified with an ammo chain rather than gravity-feeding and is electric-powered instead of hand-cranked. It does 25% more damage than Sasha but requires 50% more spin-up time and reduces Heavy's movement speed 60%, making it more of a stationary defensive weapon. To complement this, it also gives the Heavy a 20% damage resistance buff when fully spun-up&lt;br /&gt;
&lt;br /&gt;
[[Image:Gatling_gun_1865.jpg|thumb|none|400px|An 1865 Gatling Gun - .45-70]]&lt;br /&gt;
[[Image:BrassBeast.jpg|thumb|none|400px|none|The Brass Beast]]&lt;br /&gt;
[[File:TF2 - BrassBeast Taunt Ingame.jpg|thumb|none|500px|none|Heavy also loves this gun. Note how the ammo chain and magazine clip through the Heavy's right arm.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
&lt;br /&gt;
An enlarged, highly-modified [[Thompson Submachine Gun#M1928/M1928A1 Thompson|M1928A1 Thompson]] called &amp;quot;Tomislav&amp;quot; is a purchased alternate primary weapon for the Heavy. All that remains of the base Tommy gun are its receiver, handguard, and barrel; the feed mechanism and trigger have been altered to resemble Sasha's two-hundred-round drum and chainsaw grip. The Tomislav has a 20% slower rate of fire but is readied 20% faster and has no spin-up sound, and has 20% less spread than the Minigun. It is the only weapon in the game depicted by default with a fitted sling.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Tomislav.jpg|thumb|none|400px|Tomislav]]&lt;br /&gt;
&lt;br /&gt;
= Engineer =&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 (Full length) == &lt;br /&gt;
&lt;br /&gt;
The Engineer's first unlockable primary weapon is a full-length Ithaca 37 with an engraved receiver and team-colored capacitor called &amp;quot;Frontier Justice.&amp;quot; Instead of regular critical hits, Frontier Justice earns two &amp;quot;Revenge Crits&amp;quot; for every Sentry kill and one for assists, to a maximum of thirty-five, awarded when the Sentry is destroyed. Despite having an extended magazine tube, it has half the magazine size of the regular shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Image:IthacaExtMagTub.jpg|thumb|none|400px|Ithaca 37 with extended magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:Frontierjustice.PNG|thumb|none|400px|The &amp;quot;Frontier Justice&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Ithaca37 Ingame.jpg|thumb|none|500px|An Engineer fires the &amp;quot;Frontier Justice&amp;quot; on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 mac Trailer.jpg|thumb|none|500px|The Engineer chambers a round in the Frontier Justice during the ''Mac Trailer'', which was released to announce the porting of numerous Valve Software games to the Apple OS.]]&lt;br /&gt;
&lt;br /&gt;
== SRM Arms Model 1208 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered ''[[Deus Ex: Human Revolution]]'' earned the &amp;quot;[[Deus_Ex:_Human_Revolution#SRM_Arms_Model_1208|Widowmaker]]&amp;quot; (itself based on the [[SRM Arms 1200 Series Shotguns|SRM Arms Model 1208]]) in Genuine quality as an alternate primary weapon for the Engineer. For other players, it can be obtained in Unique quality via the drop system, trading, or buying it in the in-game store. Each shot consumes thirty units of the Engineer's metal and returns one unit for every point of damage dealt. The sound effect for pumping the shotgun plays when the Widowmaker is drawn, despite it not requiring loading. The weapon also deals 10% extra damage if fired at an enemy currently being targeted by the owner's sentry gun&lt;br /&gt;
&lt;br /&gt;
[[File:SRM 1208.jpg|thumb|none|400px|SRM Arms Model 1208 - 12 Gauge]]&lt;br /&gt;
[[File:Widowmaker.jpg|thumb|none|400px|The Widowmaker]]&lt;br /&gt;
[[File:TF2Widowmaker1stPerson.jpg|thumb|none|400px|FPS view.]]&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun ==&lt;br /&gt;
&lt;br /&gt;
The Engineer's signature weapon is an automated Sentry Gun that can be upgraded with twin [[M134 Minigun]]s. The missile launcher on the level 3 sentry appears not to be based on any real model. An unlockable secondary weapon for the Engineer called the &amp;quot;Wrangler&amp;quot; is a remote control that allows him to take manual control of his Sentry Gun to engage enemies outside the Sentry's normal detection range and reduce damage it takes, though it also reduces repairing done.&lt;br /&gt;
&lt;br /&gt;
[[File:M134.JPG|thumb|none|400px|none|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[Image:Sentry_gun.jpg|500px|thumb|none|At level 2, the Sentry Gun acquires a pair of miniguns.]]&lt;br /&gt;
[[File:TF2 - SentryLevel3 Minigun MeetTheSpy.jpg|thumb|none|500px|none|A level 3 Sentry as seen in ''Meet the Spy''. Were this an actual game, the Sentry would have detected the Spy in the background and opened fire.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper =&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's secondary weapon is a submachine gun called &amp;quot;SMG.&amp;quot; It combines the general shape and distinctive front sight of a [[MAT-49]] with the rear sight, magazine, and bolt of an [[M1A1 Thompson]]. It deals very low damage and has average accuracy, but its very rapid fire can pile on damage quickly if aimed well. It has a twenty-five-round magazine and the Sniper carries three more. Like the other Support and Defense classes, the Sniper isn't meant to go into the front lines with this weapon, but rather be able to defend himself during medium-range combat when there isn't enough time to snipe an incoming enemy.&lt;br /&gt;
&lt;br /&gt;
[[Image:MAT-49.jpg|thumb|none|400px|MAT-49 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with thirty-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:Sniper_SMG.jpg|thumb|500px|none|The Sniper's SMG]]&lt;br /&gt;
[[File:TF2 - SMG Trailer1.jpg|thumb|500px|none|The Scout holds the SMG in ''Trailer 1''. It was originally meant as his primary weapon, but was later switched to the Sniper's secondary weapon.]]&lt;br /&gt;
[[File:TF2 - SMG Ingame.jpg|thumb|500px|none|The SMG in-game.]]&lt;br /&gt;
[[File:TF2 - SMG 3rdP Ingame.jpg|thumb|500px|none|A Sniper wields the SMG on pl_hoodoo_final.]]&lt;br /&gt;
&lt;br /&gt;
== Kimel AP-9 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Cleaner's Carbine&amp;quot; is a submachine gun bearing resemblance to the [[Kimel AP-9]] with a silencer, side-folding wire-frame stock, left-hand ejection port, wood grips, and top-mounted charging handle as seen on the [[Uzi]]. It holds five fewer rounds and fires 35% slower than the standard SMG and cannot deliver random critical hits, rather coming with a &amp;quot;Crikey&amp;quot; meter that fills as the Sniper deals damage with the weapon. When full, the Sniper can activate 8 seconds of mini-crit buff for all his weapons&lt;br /&gt;
&lt;br /&gt;
[[Image:AP9Mini.jpg|thumb|none|300px|Kimel AP-9 9x19mm]]&lt;br /&gt;
[[File:TF2CleanersCarbine1stPerson.jpg|thumb|none|300px|The Cleaner's Carbine in 1st person view.]]&lt;br /&gt;
[[File:TF2CleanersCarbinePromoImage.jpg|thumb|none|300px|Promo image of the Cleaner's Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 Sniper Rifle ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's primary weapon is a &amp;quot;Sniper Rifle&amp;quot; based on the [[Remington 700]] with a visible laser sight and cartoonishly large scope (which looks similar to the AN/PVS-2 Starlight scope but without the night-vision abilities). It only holds one round at a time; the Sniper manually loads a new round every time he opens the bolt. Targeting through the scope will charge the projectile and make it hit harder when fired. After 3.3 seconds, the zoom acquires max charge, enough to take out lower-health classes with a body shot and kill with one headshot even an overhealed Heavy. The rifle can be fired without looking through the scope, but it only inflicts minimum damage and cannot deal headshots. This is the only hitscan weapon in the game (not counting sentries or critical hits) that has no damage falloff (reduced damage over long range).&lt;br /&gt;
&lt;br /&gt;
A bolt-action air rifle based on the default Sniper Rifle called the &amp;quot;Sydney Sleeper&amp;quot; is a purchased alternate primary weapon for the Sniper. It acquires a full charge after 2.8 seconds of zoom, and any enemy target hit when scoped will receive Jarate as well as damage, with the Jarate's duration depending on its charge. The Sydney Sleeper cannot inflict critical hits or headshots, though hitting the target's head will cause a splash of Jarate around them in addition to coating them.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|400px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Sniper_Rifle.jpg|thumb|none|500px|&amp;quot;Sniper Rifle&amp;quot; in ''Team Fortress 2''. The visible laser sight will give away your intentions to attentive opponents.]]&lt;br /&gt;
[[Image:M40SniperRifle.jpg|thumb|none|500px|The Sniper Rifle in-game.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper.jpg|thumb|none|500px|The Sniper is about to realize that his target's ally has spotted him in ''Meet the Sniper''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Trailer2.jpg|thumb|none|500px|The Sniper aims his Sniper Rifle in ''Trailer 2''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Ingame.jpg|thumb|none|500px|A RED Sniper aims his Sniper Rifle on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
==Jezail Musket==&lt;br /&gt;
A centerfire-converted [[Jezail musket]] with an underbarrel laser pointer and magnifying glass scope called the &amp;quot;Bazaar Bargain&amp;quot; is a purchased or crafted alternate primary weapon for the Sniper. It takes 50% longer to charge while zoomed, but every headshot kill decreases the charge by 25% up to a maximum of 200%. Due to a bug, spent casings are ejected from the center of the screen, appearing out of thin air.&lt;br /&gt;
&lt;br /&gt;
[[Image:jezail1.jpg|thumb|none|500px|Jezail musket]]&lt;br /&gt;
[[Image:Bazaar Bargain 1st person.jpg|thumb|none|300px|First person view of the Bazaar Bargain]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
A suppressed [[Walther WA 2000]] known as the &amp;quot;Hitman's Heatmaker&amp;quot; was added in the Pyromania Update. The weapon builds up a &amp;quot;Focus&amp;quot; meter on kills and assists and, once full, charges 25% faster, fires tracer rounds and allows the player to stay scoped after firing. However, it deals 20% less damage on a bodyshot. The weapon also decapitates targets killed with a headshot. &lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker.jpg|thumb|none|300px|The Hitman's Heatmaker.]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker1stPerson.jpg|thumb|none|300px|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
Introduced as a promotional item for pre-orders of ''[[Counter-Strike: Global Offensive]]'', the &amp;quot;AWPer Hand&amp;quot; is a cosmetic reskin of the Sniper Rifle as an [[Accuracy International Arctic Warfare]] fitted with a folded Harris bipod. Its item description references the AW's notoriety in the ''Counter-Strike'' community.&lt;br /&gt;
[[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TF2AWPerHand1stPerson.jpg|thumb|none|300px|The AWPer Hand in first person.]]&lt;br /&gt;
[[File:TF2AWPerHandSniper.jpg|thumb|none|300px|Sniper holds the AWPer Hand in a promotional picture.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
Introduced as part of the Love and War Update, the &amp;quot;Classic&amp;quot; is a sniper rifle made to resemble a long-barreled [[Heckler &amp;amp; Koch G36]] with an olive-drab handguard, stock, and lower receiver. As per all the Sniper's rifles in the game, the Classic is fitted with a laser pointer, the team-colored beam emitting from the top part of the ZF 3x4° dual sight system when the weapon has a fully-charged shot ready to fire. Unlike the Sniper's other rifles, the Classic can be charged and can deal head shots without having to look through the scope (though the Sniper will move slower as if scoped in), and the Sniper can also fire multiple shots while staying scoped-in. Enemies killed by a charged shot from this weapon will be gibbed and leave a brief cloud of red mist where they were killed, though the rifle also deals 10% less damage on bodyshots. The Classic is a throwback to the Sniper Rifle from ''Team Fortress Classic'', which operated with almost identical mechanics and also heavily resembled a G36.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 5.56x45mm]]&lt;br /&gt;
[[Image:TF2G36.JPG|thumb|none|500px|The &amp;quot;Classic&amp;quot; in ''Team Fortress 2''. Note that it has a RIS rail instead of a charging handle.]]&lt;br /&gt;
&lt;br /&gt;
= Spy =&lt;br /&gt;
&lt;br /&gt;
== Colt Python ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Revolver&amp;quot; is a [[Colt Python]] with a six-inch barrel and ivory grips, the Spy's primary weapon. It is fairly strong and has better-than-average range. The Revolver is strong enough at close range to take out the lower-health classes with two or three well-aimed shots. However, its purpose is to have something to fall back on in case of trouble, rather than for attacking.&lt;br /&gt;
 &lt;br /&gt;
[[File:ColtPython&amp;amp;IvoryGrips.jpg|thumb|none|400px|Colt Python with 6&amp;quot; barrel &amp;amp; Ivory Grips- .357 Magnum]]&lt;br /&gt;
[[Image:Spy_Revolver.jpg|thumb|none|400px|The Revolver in Team Fortress 2.]]&lt;br /&gt;
[[Image:Python2.jpg|thumb|none|500px|The Colt Python carried by the Spy while taunting]]&lt;br /&gt;
[[File:TF2 - Revolver Ingame.jpg|thumb|none|500px|A Spy holds his Revolver on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Dan Wesson PPC .357 ==&lt;br /&gt;
&lt;br /&gt;
The Spy's unlockable &amp;quot;Ambassador&amp;quot; is a [[Dan Wesson revolvers#Dan Wesson PPC|Dan Wesson PPC .357]] revolver heavily customized with rosewood grips and engravings on the barrel depicting the Scout's mother. It deals 15% less damage than the Revolver, only inflicts critical hits on headshots, and has a short period of severe inaccuracy right after each shot. The Ambassador is otherwise almost as accurate as the Sniper Rifle. The Russian &amp;quot;Sniper vs. Spy&amp;quot; page claims that the Ambassador is chambered in .50 caliber.&lt;br /&gt;
&lt;br /&gt;
The Ambassador is missing three things essential to real-life operation (L'Etranger shares these oddities):&lt;br /&gt;
&lt;br /&gt;
* The rear of the barrel is blocked (noticeable during the reload animation) as if it was a deactivated gun. &lt;br /&gt;
*The crane and the ejector rod do not follow the cylinder when it swings out, leaving the cylinder hovering in midair.&lt;br /&gt;
*No bullets are ejected or loaded during its reload; the cylinder is simply opened and then closed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dan Wesson PPC-2.jpg|thumb|none|400px|Dan Wesson PPC Stainless Steel - .357 Magnum]]&lt;br /&gt;
[[Image:Ambassador.png|thumb|400px|none|The Ambassador. Note the odd single-action trigger on a double-action revolver and lack of cylinder latch.]]&lt;br /&gt;
[[image:TF2REVOLVER2.jpg|thumb|none|500px|The Ambassador in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Detective Special ==&lt;br /&gt;
&lt;br /&gt;
The Spy's crafted or purchased &amp;quot;Enforcer&amp;quot; alternate pistol is a stainless [[Colt Detective Special]] with pearl grips. It inflicts 20% more damage than the Revolver but fires 20% slower than the Revolver and does not deal random critical hits. The damage bonus doesn't take effect however unless the player is disguised when they fire the shot (though firing while disguised will drop the disguise).&lt;br /&gt;
&lt;br /&gt;
The Enforcer's hammer and cylinder do not move when firing. When reloading, the bullets appear to float into the cylinder. The weapon also lacks a solid top above the cylinder.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtNickelDS.jpg|thumb|none|300px|Colt Detective Special .38 Special with stainless finish and pearl grips]]&lt;br /&gt;
[[Image:TF2-The Enforcer.jpg|thumb|none|300px|The Enforcer]]&lt;br /&gt;
[[File:TF2 - Enforcer Ingame.jpg|thumb|none|500px|The Enforcer in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Nagant M1895 ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;L'Etranger,&amp;quot; a silver [[Nagant M1895]] revolver with custom engraved ivory grips and an extended barrel, was added during the &amp;quot;Mann-conomy&amp;quot; (Polycount) Update as a new Spy weapon. [http://steamcommunity.com/id/chemicalalia Shaylyn &amp;quot;Chemical Alia&amp;quot; Hamm] created it for the Polycount Pack contest. It restores 15% of the user's cloak charge on hit, but does 20% less damage. It also extends the cloak duration of any Spy watch by 40%.&lt;br /&gt;
&lt;br /&gt;
L'Etranger, unlike the Nagant, loads from a six-round cylinder that flips open for reloading.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo)]]&lt;br /&gt;
[[Image:TF2Nagant.jpg|thumb|none|400px|L'Etranger as seen in the previews]]&lt;br /&gt;
[[File:TF2 - Letranger Ingame.jpg|thumb|none|500px|L'Etranger in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered or bought ''Sam &amp;amp; Max: The Devil's Playhouse'' within the first week of its release earned Sam's signature sidearm, the &amp;quot;Big Kill,&amp;quot; as a replacement primary weapon for the Spy. It is a reskinned Ambassador with the same stats as the Revolver and the same animation bugs as the Ambassador. The gun is based on a [[Smith &amp;amp; Wesson Model 29]], though it is much smaller than its ''Sam &amp;amp; Max'' counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 revolver with 8 3/8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:Weapon thebigkill.png|thumb|400px|none|Sam's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2BigKill1stPerson.jpg|thumb|400px|none|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MCM==&lt;br /&gt;
&lt;br /&gt;
The first ''Team Fortress 2'' trailer showed the Spy wielding a stainless [[Baikal MCM]] &amp;quot;Tranquilizer Gun.&amp;quot; It was replaced with the Revolver by the game's release. The model, though not usable, remains in the game's files.&lt;br /&gt;
&lt;br /&gt;
[[Image:MCM.jpg|thumb|none|400px|Baikal MCM with magazine removed - .22 LR.]]&lt;br /&gt;
[[File:TF2 - Baikal Trailer1.jpg|thumb|none|500px|The Spy holds his Tranquilizer Gun in ''Trailer 1''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==American Derringer Model 1==&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Expiration Date&amp;quot; animation released to promote the Love and War Update, Miss Pauling can be seen wielding a double-barreled derringer that resembles an [[American Derringer Model 1]], albeit scaled up to the size of a normal handgun. This is thus far the only weapon that has appeared in an official animation that is not playable in the game in any form.&lt;br /&gt;
&lt;br /&gt;
[[Image:American Derringer Stainless Steel M-1.jpg|thumb|none|400px|American Derringer Model 1 .45 Long Colt]]&lt;br /&gt;
[[Image:TF2PaulingDerringer.JPG|thumb|none|500px|Miss Pauling with her derringer drawn in the &amp;quot;Expiration Date&amp;quot; animation]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=1111715</id>
		<title>Team Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=1111715"/>
		<updated>2017-06-09T02:08:45Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* COP 357 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tf2 standalonebox.jpg|thumb|right|300px|''Team Fortress 2'' (2007)]]&lt;br /&gt;
&lt;br /&gt;
'''''Team Fortress 2''''' is a Source engine first-person shooter created by Valve. As the name implies, the action is team-based, with both teams composed of nine distinct classes divided into offensive, defensive, and support categories. The game is well known for its dark humor, infinite fan-controversy and incredibly lazy, if hilarious, animations.&lt;br /&gt;
&lt;br /&gt;
The game's art style is a distinctive cartoonish take on Sixties espionage; the designs of the game's weapons are stylized versions of familiar designs.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game Team Fortress 2:''' &lt;br /&gt;
&lt;br /&gt;
= Shared Weapons =&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The secondary weapon for the Engineer and Scout classes, the Pistol is a mixture of the [[Makarov PM]], [[Walther PPK]], and [[Smith &amp;amp; Wesson 61 Escort]]. It possesses the Makarov's slide, trigger, upper frame, the PPK's ejection port, handle, handgrips, and the S&amp;amp;W's trigger guard.&lt;br /&gt;
&lt;br /&gt;
It lacks power and has only average accuracy, but has good range and is semi-automatic with a very fast reload time for its twelve-round magazine. The light-traveling Scout carries three extra magazines, and the ever-prepared Engineer carries sixteen extra magazines and two-thirds of one more.&lt;br /&gt;
&lt;br /&gt;
The Pistol is an excellent alternative to finish off an enemy instead of reloading the shotgun, defend oneself when retreating, or for picking off enemies at a distance.&lt;br /&gt;
&lt;br /&gt;
Interestingly, early [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] shows that there was originally supposed to be a sidearm based on the [[SIG P210]].&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|left|300px|none|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:WaltherPPK.jpg|thumb|left|300px|none|Walther PPK - .380 ACP]]&lt;br /&gt;
[[Image:S&amp;amp;W61Escort.jpg‎|thumb|left|300px|none|Smith &amp;amp; Wesson 61 Escort - .22 Long Rifle (Blank adapted movie gun)]]&lt;br /&gt;
[[Image:Engineer_Pistol.jpg|thumb|left|400px|none|In-game model, simply called &amp;quot;Pistol&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Pistol Ingame.jpg|thumb|left|500px|none|The Engineer holds his Pistol in-game in his optional prosthetic &amp;quot;Gunslinger&amp;quot; hand]]&lt;br /&gt;
[[File:TF2 - Pistol Taunt Ingame.jpg|thumb|left|500px|none|An Engineer taunts while holding the Pistol in his prosthetic &amp;quot;Gunslinger&amp;quot; hand.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Luger P08 ==&lt;br /&gt;
&lt;br /&gt;
Max's signature &amp;quot;Lugermorph&amp;quot; sidearm in the ''Sam and Max: Freelance Police'' series appears as an unlockable secondary weapon for the Scout (and the Engineer after the July 1st 2010 update) for players who pre-ordered ''Sam &amp;amp; Max: The Devil's Playhouse'' or bought it within the first week of its release, or by winning it from Max in the game ''Poker Night at the Inventory''. Based on the [[Luger P08]], the Lugermorph is only a cosmetic reskin of the regular Pistol.&lt;br /&gt;
&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:Weapon lugermorph.png|thumb|400px|none|Max's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2Lugermorph1stPerson.jpg|thumb|400px|none|The Luger P08 in first person.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
A sawed-off [[Ithaca 37]] &amp;quot;Shotgun&amp;quot; is the Engineer's primary weapon and the secondary weapon for the Soldier, Pyro, and Heavy. Although it is his primary weapon, the Engineer uses it primarily in self-defense and in defense of his buildings. At close range, the Shotgun deals great damage, but falls off noticeably at mid range. The other classes that use the Shotgun as a secondary have highly-damaging primary weapons and use the Shotgun to finish off injured opponents or to conserve primary weapon ammo. In the Soldier's Shotgun taunt, he fires three shots in the manner of a twenty-one-gun salute, though no ammo is expended and causes no damage. Also when drawing it, the Pyro will rack the slide, which the other classes don't do.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca m37sawedoff.jpg|thumb|none|400px|Ithaca 37 with sawed-off stock and barrel - 12 Gauge]]&lt;br /&gt;
[[Image:Engineer_Shotgun.jpg|thumb|400px|none|Notice that the Shotgun's ejection port is on the left side, not the bottom like the real Ithaca 37, but oddly ejects to the right in-game.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheSpy.jpg|thumb|500px|none|The Soldier racks the Ithaca 37's pump action after he deals with a Spy in ''Meet the Spy''.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheScout.jpg|thumb|500px|none|The Heavy shoulders his Ithaca 37 in ''Meet the Scout''. Note that his ring-finger fills up the entire trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Mossberg 500 ==&lt;br /&gt;
&lt;br /&gt;
There are two shotguns in the game that bear a resemblance to the [[Mossberg 500]]. &amp;quot;The Family Business&amp;quot; is an unlockable secondary weapon for the Heavy, is fitted with wooden furniture and tubular stock and a safety selector mounted on the left side of the receiver above the trigger. It holds eight rounds (the highest ammo capacity of all the shotguns in the game) and appears to be 20 gauge, since it does less damage per shot. Due to a bug, spent shells from &amp;quot;The Family Business&amp;quot; are ejected from the center of the screen, appearing out of thin air. In addition, the pump has no animation; the whole weapon moves back and forth instead of the pump. It fires 15% faster than the default Shotgun&lt;br /&gt;
&lt;br /&gt;
The other shotgun is the &amp;quot;Reserve Shooter&amp;quot;, which features a green frame with a white star inside of a ring similar to the symbol seen on US Army vehicles in World War II, a green USMC-style barrel clamp, wooden sawed-off stock, and wooden forend. Originally available exclusively to the Soldier, recent updates allowed it to be used by the Pyro as well. It only holds four rounds, and for five seconds after drawing it will deliver mini-crits to targets in mid-air, though only ones launched as a result of an explosion, such as a rocket jump. As another effect, the user will switch to the weapon 20% faster. Interestingly, the weapon has an ejection port on the left side, but ejects spent shells to the right when fired. The &amp;quot;Reserve Shooter&amp;quot; also makes a distinctly deeper sound when fired that is noticeably different from most of the other shotguns in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Persuader&amp;quot; with high-capacity magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:TF2-The Family Business.jpg|thumb|none|400px|&amp;quot;The Family Business&amp;quot;]]&lt;br /&gt;
[[File:TF2 - FamilyBusiness Taunt Ingame.jpg|thumb|none|500px|A Heavy taunts with the &amp;quot;Family Business.&amp;quot; Note the Soviet hammer and sickle symbol on the stock.]]&lt;br /&gt;
[[File:TF2ReserveShooterConceptArt.jpg|thumb|none|400px|Concept art for the Reserve Shooter.]]&lt;br /&gt;
[[File:TF2ReserveShooterReload.jpg|thumb|none|500px|Reloading the Reserve Shooter.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The &amp;quot;Panic Attack&amp;quot; shotgun is based off a [[Winchester Model 1897]] in it's famous &amp;quot;Trench Gun&amp;quot; configuration, with a sawed down stock and a drum magazine loaded into the bayonet mount. The weapon acts similarly to the Soldier's Beggar's Bazooka, having the player load in rounds and firing them off in a quick succession. The weapon also loads shells 50% faster than the Ithaca 37 listed above. The weapon also fires faster as the player's health gets lower, but accuracy decreases as well.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|none|400px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 Gauge.]]&lt;br /&gt;
&lt;br /&gt;
= Scout =&lt;br /&gt;
&lt;br /&gt;
== COP 357 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Shortstop,&amp;quot; a pearl-gripped derringer based on the [[COP 357 Derringer|COP 357]] with a single external hammer, is one of the Scout's unlockable primary weapons. It has a tighter spread than the Scattergun, fires 75% faster, and reloads in one second, but inflicts 20% less damage overall and only loads four rounds. It is the only primary weapon based on a secondary. Though the Shortstop seems to fire .357 Magnum rounds loaded with &amp;quot;snake shot&amp;quot; instead of bullets, it used to draw from the same ammunition pool as the Pistol, Lugermorph, or Winger, which has been changed. The Shortstop currently has the unique feature of enabling the Scout to do a shove attack at an enemy in front of him, though it increases all knockback force taken by 20% while active.&lt;br /&gt;
&lt;br /&gt;
[[Image:N-copb.jpg|thumb|none|300px|COP 357 - .357 Magnum]]&lt;br /&gt;
[[Image:Tf2derringer.jpg|thumb|none|300px|The Shortstop]]&lt;br /&gt;
[[File:TF2 - Shortstop Ingame.jpg|thumb|none|500px|The Shortstop in-game. Clearly visible here is the weapon's external hammer ,which isn't lined up with any of the barrels, leaving one to guess at the weapon's internal workings.]]&lt;br /&gt;
[[File:TF2 - Shortstop 3rdP Ingame.jpg|thumb|none|500px|The Scout holds his Shortstop on pl_upward.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 3032 Tomcat ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winger&amp;quot; resembles a [[Beretta 3032 Tomcat]] with a radiation hazard symbol on the grips and yellow wings imprinted at the rear of the slide and a squared back-end with no external hammer. It is an unlockable secondary weapon for Scout, which inflicts 15% more damage per shot than the Pistol, but only loads five rounds. It also increases the user's maximum jump height by 25%.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta3032TomcatSS.jpg|thumb|none|300px|Beretta 3032 Tomcat in Stainless Steel - .32 ACP]]&lt;br /&gt;
[[File:TF2 - Winger Ingame.jpg|thumb|none|500px|The Winger ingame.]]&lt;br /&gt;
[[File:TF2 - Winger 3rdP Ingame.jpg|thumb|none|500px|Third-person shot of the Winger.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Model 1908 Vest Pocket ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Pretty Boy's Pocket Pistol&amp;quot; is based on the [[Colt Model 1908 Vest Pocket]] with wood grips. The pistol's name is inspired by notorious gangster Charles &amp;quot;Pretty Boy&amp;quot; Floyd. The weapon also shares the same reloading animation as the Scout's default pistol. It fires 25% slower than the normal Pistol but will prevent the Scout from taking fall damage when held out, in addition to giving him 3 health per hit and making him take 20% extra damage&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt1908pocket.jpg|thumb|none|300px|Colt Model 1908 Vest Pocket with wood grips .25 ACP]]&lt;br /&gt;
[[File:TF2PrettyBoysPocketPistol.jpg|thumb|none|500px|The Colt Model 1908 in first person.]]&lt;br /&gt;
[[File:TF2Colt1908PromoImage.jpg|thumb|none|500px|Promo image for the Colt M1908.]]&lt;br /&gt;
&lt;br /&gt;
== Fictional Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's default primary weapon is a sawed-off double-barreled &amp;quot;Scattergun&amp;quot; with an integral six-round drum magazine and lever action.&lt;br /&gt;
&lt;br /&gt;
Oddly, the Scout never actually loads new shells into the weapon; he simply works the lever to eject spent shells (perhaps due to a bug, the shells are ejected facing backward), which replaces them with fresh ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2 Scattergun.jpg|thumb|none|450px|The Scattergun]]&lt;br /&gt;
[[File:TF2 - DoubleBarrel MeetTheScout.jpg|thumb|none|500px|The Scout readies his Scattergun in ''Meet the Scout''.]]&lt;br /&gt;
[[File:TF2 - Scattergun Ingame.jpg|thumb|none|500px|A burning Scout flies through the air, holding his Scattergun, on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's initial unlockable primary weapon is a [[12 Gauge Double Barreled Shotgun]] with sawed-off barrels called the &amp;quot;Force-A-Nature.&amp;quot; Compared to the Scattergun, it has a higher rate of fire and fires more pellets per shot, but does slightly less damage per pellet and only holds two shots at a time. Targets hit at close range are knocked back a considerable distance; if the Scout fires it in mid-air, he is knocked back as well, which can be used to give the Scout a third jump.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Soda Popper&amp;quot; is a haphazardly-repaired Force-A-Nature with a can of Crit-a-Cola taped under the barrels replacing the foregrip. The Soda Popper reloads 25% faster than the Force-A-Nature and fires 50% faster than the Scattergun. Equipping the Popper gives the Scout a &amp;quot;Hype&amp;quot; meter, filled by moving and jumping, and if activated when full will allow him to jump five extra times in mid-air until the boost ends.&lt;br /&gt;
&lt;br /&gt;
Both the Force-A-Nature and Soda Popper only load two shots, and reloading while one round is left wastes the unfired round. The Soda Popper's shells have radiation hazard symbols on the bases.&lt;br /&gt;
	 	&lt;br /&gt;
[[Image:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|A Stevens 1960s SBS 12 gauge with the barrels sawed-off, similar to the Force-A-Nature, but less compact and cartoonishly proportioned.]]&lt;br /&gt;
[[Image:TF2 Force-A-Nature.jpg|thumb|none|400px|The Force-A-Nature]]&lt;br /&gt;
[[File:TF2 - ForceANature Ingame.jpg|thumb|none|500px|The Force-A-Nature in-game.]]&lt;br /&gt;
[[File:TF2 - ForceANature Taunt Ingame.jpg|thumb|none|500px|A Scout taunts with the Force-A-Nature on pl_hoodoo_final.]]&lt;br /&gt;
[[File:TF2SodaPoperPromoImage.jpg|thumb|none|400px|Promo image for the Soda Popper.]]&lt;br /&gt;
[[File:TF2SodaPoper1stPerson.jpg|thumb|none|500px|Soda Popper in 1st person.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1887 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Love and War Update, the &amp;quot;Back Scatter&amp;quot; appears to be a [[Winchester Model 1887]] with an [[MG15 machine gun|MG15]] style magazine, as well as a sawed-off barrel and stock. The &amp;quot;Back Scatter&amp;quot; works similarly to the Pyro's &amp;quot;Backburner&amp;quot; flame thrower, dealing out more damage if the enemy is shot from behind. Enemies shot from behind within roughly thirty feet suffer mini-crits, though the weapon cannot inflict random critical hits and is twenty percent less accurate than the normal Scattergun. Just like the Scout's default Scattergun, the weapon is reloaded by cycling the lever action, with no new shells shown being loaded into the weapon.&lt;br /&gt;
[[Image: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;
[[Image:TF2BackScatter.JPG|thumb|none|400px|The Back Scatter]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the [[Browning Auto-5]] appears as an unlockable primary weapon for the Scout, referred to in-game as the &amp;quot;Baby Face's Blaster&amp;quot;. The weapon has a lever-action loop, integral drum magazine and a &amp;quot;mare's leg&amp;quot; style sawed-off stock &amp;amp; barrel. It functions similar to the default Scattergun, though reduces Scout's initial speed by 10% and holds only 4 shells. However, dealing damage with the weapon fills a &amp;quot;Boost&amp;quot; meter, which allows the Scout to run faster, up to a max of double speed at full Boost. The boost is partly lost when jumping and when taking damage. The name is inspired from infamous gangster &amp;quot;Baby-Face Nelson&amp;quot;. It also has a similar firing sound as the &amp;quot;Reserve Shooter&amp;quot; mentioned above.&lt;br /&gt;
&lt;br /&gt;
[[Image:RemingtonRiot11.jpg|thumb|none|350px|Browning Auto-5 12 gauge]]&lt;br /&gt;
[[File:TF2Auto51stPerson.jpg|thumb|none|500px|The Auto-5 in first person.]]&lt;br /&gt;
[[File:TF2BabyFace'sBlasterPromoImage.jpg|thumb|none|500px|Promo image for the Baby Face Blaster.]]&lt;br /&gt;
&lt;br /&gt;
=  Soldier =&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The Soldier's primary weapon is the &amp;quot;Rocket Launcher.&amp;quot; Unlike its single-shot real-life counterpart, the [[RPG-7]], the Rocket Launcher can pack four rockets at a time inside the tube and it has its grip orientation reversed. The game allows for &amp;quot;rocket jumping,&amp;quot; wherein a Soldier shoots towards the ground as he jumps, using the blast from the explosion to propel himself through the air over large distances and obstacles. The rockets, along with the Demoman's grenades, are the most damaging weapons in the game: a critical shot from either is usually enough to take out any enemy player in the blast radius. It is worth noting, however, that  [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] features the correct grip orientation, along with a scope and front sight.&lt;br /&gt;
&lt;br /&gt;
A craftable or purchased variant called &amp;quot;Rocket Jumper&amp;quot; comes with forty spare rounds but inflicts no damage. It is intended for players to use for rocket jumping practice.&lt;br /&gt;
&lt;br /&gt;
The unlockable &amp;quot;Direct Hit&amp;quot; resembles the Soldier's original Rocket Launcher but with a fatter body, slimmed-down exhaust tube, and a (cosmetic) targeting scope. The Direct Hit has 30% of the Rocket Launcher's splash radius, but its rockets travel 80% faster (roughly 84 mph).&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Soldier_Rocket_Launcher.jpg|thumb|none|400px|none|The cartoonish Rocket Launcher from ''Team Fortress 2''.]]&lt;br /&gt;
[[Image:6h875v5.jpg|thumb|none|500px|none|This is all that's left of a BLU Engineer after being insta-gibbed with the Rocket Launcher.]]&lt;br /&gt;
[[File:TF2 - RPG Trailer2.jpg|thumb|none|500px|none|Multiple soldiers holding the RPG-7-based weapon in ''Trailer 2''. The rocket on the end of the tube made its resemblance to the RPG-7 even closer, and was removed prior to the game's release.]]&lt;br /&gt;
[[Image:TF2-Direct Hit.jpg|thumb|none|400px|none|The &amp;quot;Direct Hit&amp;quot;.]]&lt;br /&gt;
[[File:TF2 - DirectHit Ingame.jpg|thumb|none|500px|none|The Soldier with the &amp;quot;Direct Hit&amp;quot; on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== M202 FLASH ==&lt;br /&gt;
&lt;br /&gt;
A single-barreled version of the [[M202 FLASH]] rocket launcher without the scope is an unlockable Soldier weapon called &amp;quot;The Black Box.&amp;quot; It restores up to 20 health per rocket fired, but only holds 3 rockets.&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2_FLASH.JPG|thumb|none|350px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[Image:TF2-Black Box.jpg|thumb|none|350px|The &amp;quot;Black Box&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Blackbox Ingame.jpg|thumb|none|500px|A Soldier carries the Black Box on ctf_turbine.]]&lt;br /&gt;
&lt;br /&gt;
== M20A1 &amp;quot;Super Bazooka&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Liberty Launcher&amp;quot; is an unlockable rocket launcher for the Soldier. Although made as an ambiguous old [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|&amp;quot;Bazooka&amp;quot;]] type weapon, it is notably based on the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;#M20A1/A1B1 &amp;quot;Super Bazooka&amp;quot;(3.5&amp;quot; Rocket)|M20A1 &amp;quot;Super Bazooka&amp;quot;]] with many elements from the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1 &amp;quot;Bazooka&amp;quot;]] and [[RPG-7]]. It holds one extra rocket and its rockets fly 40% faster than the basic Rocket Launcher's but they deal 25% less damage.&lt;br /&gt;
&lt;br /&gt;
[[Image:M20A1.gif|thumb|none|450px|M20A1 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Bazookasmithsonian.jpg|thumb|none|450px|M1 Bazooka - 2.36&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:TF2-Liberty Launcher.jpg |thumb|none|450px|The &amp;quot;Liberty Launcher&amp;quot;]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher Ingame.jpg|thumb|none|500px|The &amp;quot;Liberty Launcher&amp;quot; ingame.]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher 3rdP Ingame.jpg|thumb|none|500px|Third Person view of the &amp;quot;Liberty Launcher&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Beggar's Bazooka ==&lt;br /&gt;
&lt;br /&gt;
A fictional rocket launcher that was added in the Pyromania Update; the &amp;quot;Beggar's Bazooka&amp;quot; is a rocket launcher that the Soldier constructed out of assorted salvaged materials. A distinctive feature of this weapon is the ability to fire three rockets in a 'burst mode', dealing devastating damage to all but the strongest enemies. Accidentally loading a fourth rocket will cause an explosion in the launcher, damaging the Soldier and removing one stored rocket. The weapon cannot regain ammunition from friendly Dispensers when held out&lt;br /&gt;
&lt;br /&gt;
[[File:TF2BeggersBazooka.jpg|thumb|none|500px|Beggar's Bazooka.]]&lt;br /&gt;
[[File:TF2BeggersBazooka1stPerson.jpg|thumb|none|500px|First-person view of the Beggar's Bazooka]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 Hand Grenade ==&lt;br /&gt;
&lt;br /&gt;
The Soldier wears two [[Mk 2 hand grenade]]s strapped to his chest. He uses them as demonstration aids in the ''Meet the Soldier'' promotional video. He only uses them in-game as part of his &amp;quot;kamikaze&amp;quot; taunt: he pulls the pin on one and waits, killing himself and any enemy within a six foot radius. The grenades appear to have an overall black coloration with an orange/yellow band around the body. In another taunt, the Soldier will juggle these grenades and extra ammo for his Rocket Launcher.&lt;br /&gt;
&lt;br /&gt;
[[Image:MKIITrainingGrenade.jpg|thumb|none|150px|Mk 2 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:TF2SoldierNades.JPG|thumb|none|500px|The Soldier with his hand grenades in ''Meet the Soldier''.]]&lt;br /&gt;
&lt;br /&gt;
= Pyro =&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
&lt;br /&gt;
The Pyro's primary weapon is a custom-built flamethrower. It uses a propane tank as a fuel source and a team-colored gasoline pump handle for a trigger assembly. Enemies hit with the flame from the weapon will instantly ignite and take additional damage for approximately ten seconds unless extinguished (with the exception of other Pyros, who do not burn). The alternate fire emits a blast of propellant that can extinguish burning teammates, bounce enemies, and deflect non-hitscan projectiles (i.e. everything except bullets). There are three alternate flamethrowers available, the Backburner, the Degreaser, and the Phlogistinator.&lt;br /&gt;
&lt;br /&gt;
The Backburner is distinguished by a crudely-made team-colored dragon head welded over the muzzle. It always inflicts critical hits from behind (hence the name), but uses 50 ammo per airblast and cannot get random critical hits.&lt;br /&gt;
&lt;br /&gt;
The Degreaser is comprised of a gas pump, car muffler, exhaust pipe, a team-colored fire extinguisher, and stove top burner. When equipped, the Degreaser allows the Pyro to switch weapons 65% faster than normal, but inflicts a 25% shorter afterburn and deals 10% less damage.&lt;br /&gt;
&lt;br /&gt;
The Phlogistinator is a steampunk ray gun. It does not have an airblast, but features a critical boost called &amp;quot;Mmmph&amp;quot;, filled by burning enemies. This boost also restores Pyro to full health and reduces damage by 75% during the initial taunt. The weapon deals 10% less damage than the Flamethrower.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|400px|A BLU Pyro firing the Flamethrower in ''Meet the Soldier'']]&lt;br /&gt;
[[File:TF2FlameThrower1stPerson.jpg|thumb|none|400px|1st person view of the Flame Thrower.]]&lt;br /&gt;
[[File:TF2FlameThrowerPromoImage.jpg|thumb|none|400px|Promo image of the Pyro holding the Flame Thrower.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Flare Gun&amp;quot; is an unlockable secondary weapon for the Pyro. It is an oversized, elongated flare gun in team colors. It has an overall appearance similar to the [[Orion Flare Gun]] with the latching mechanism of the [[M8 flare pistol]]. Enemies hit with its projectiles (with the exception of other Pyros) are set on fire, and it inflicts a critical hit on a target that is already on fire.&lt;br /&gt;
&lt;br /&gt;
The Über Update added the &amp;quot;Detonator,&amp;quot; a modified flare gun that allows its user to detonate its rounds in mid-flight, though it deals 25% less damage than the Flare Gun. Targets in the blast radius are set alight just as if they had taken a direct hit. The Pyro wielding it suffers 50% more damage from his own weapons, making premature detonation a serious matter. Skilled Pyros can also use the Detonator to launch themselves into the air in a similar manner to the Soldier and Demoman using their rocket launcher and sticky launcher. Unlike the Flare Gun, the Detonator will only get mini-crits on burning targets.&lt;br /&gt;
&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|400px|none|Orion Flare Gun - 12 Gauge]]&lt;br /&gt;
[[Image:The_Tf2_Flare_Gun.jpg|thumb|400px|none|&amp;quot;The Flare Gun.&amp;quot; Note that the breech latch seems to be based on that of the [[M8 Flare Pistol]].]]&lt;br /&gt;
[[File:TF2 - Flaregun Ingame.jpg|thumb|500px|none|The Flare Gun in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Scorch Shot ==&lt;br /&gt;
&lt;br /&gt;
A third flare gun added as part of the Pyromania Update is the &amp;quot;Scorch Shot.&amp;quot; It is overall grey in color with an orange band around the muzzle. In addition to setting enemies on fire, it also knocks them backwards, similar to the effects of the Scout's Force-A-Nature shotgun. The projectiles fired by the Scorch Shot will bounce off whatever they hit, and can injure the Pyro who fired them if they hit him (such as if he fires at a wall directly in front of himself). Taunting with the Scorch Shot will perform his 'execution' taunt, wherein the Pyro stands side-on to wherever he's aiming at the time and draws down with the Scorch Shot, firing a single round. Like other attack taunts in the game, the 'execution' taunt will kill enemies hit by it at close range, while only doing normal damage at a distance (it is also the only taunt attack that consumes ammo; expending one round per taunt). The flares fired by the Scorch Shot will also destroy sticky bombs, just like the Demoman's Scottish Resistance mentioned below. They also deal 35% less damage than the Flare Gun&lt;br /&gt;
&lt;br /&gt;
[[File:TF2SorchShot.jpg|thumb|400px|none|The Scorch Shot.]]&lt;br /&gt;
[[File:TF2SorchShot1stPerson.jpg|thumb|400px|none|First-person view of the Scorch Shot]]&lt;br /&gt;
&lt;br /&gt;
==Incendiary Grenade==&lt;br /&gt;
&lt;br /&gt;
The Pyro wears three cylindrical grenades strapped to his chest. Given that most of the Pyro's weapons are fire-based, it's reasonable to assume these are supposed to be incendiary grenades; their shape is similar to the [[AN/M14 incendiary grenade]]. They have black bodies with an orange/yellow band and spoons.&lt;br /&gt;
&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 Incendiary Grenade]]&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|500px|A view of the incendiary grenades on the chest of a BLU Pyro in ''Meet the Soldier'']]&lt;br /&gt;
&lt;br /&gt;
= Demoman =&lt;br /&gt;
&lt;br /&gt;
==Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The Demoman's primary weapon is a grenade launcher that appears to be an amalgamation of several designs. In particular, it has the rotary magazine and break-open reloading of a [[Milkor MGL]] attached to the stock, handguard, and front leaf sight of an [[M79 grenade launcher]]. Despite being modeled with a six-round cylinder, the weapon only holds a maximum of four grenades, due to the fact that it originally held six, but the model was never updated. The launcher fires team-colored grenades that detonate after a few seconds' delay or on impact with an enemy.&lt;br /&gt;
&lt;br /&gt;
A popular tactic with this weapon is to lob volleys of grenades like mortar rounds at dug-in enemies to soften up their defenses prior to an assault.&lt;br /&gt;
&lt;br /&gt;
[[File:MMGLMk1.jpg|thumb|none|350px|Milkor MGL - 40mm]]&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Grenade Launcher .jpg|thumb|none|350px|The Grenade Launcher from ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2DemoNade.JPG|thumb|none|500px|The Demoman's grenade launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[File:TF2 - M79 MeetTheDemoman.jpg|thumb|none|500px|The Demoman holds his launcher in ''Meet the Demoman''.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Loch-n-Load&amp;quot; is a craftable or purchased primary weapon for the Demoman. It resembles a double-barreled M79 grenade launcher arranged in an over/under configuration. The weapon only holds three (yes, three) grenades compared to the Grenade Launcher, but grenades deal 20% more damage to buildings only and fly 25% faster, similar to the Direct Hit. However, grenades fired will shatter harmlessly unless hitting an enemy player or building, and have a 25% smaller explosion range on a direct hit. Its double-barreled model was originally due to its former capacity of only two grenades, much like the regular Grenade Launcher displaying six chambers rather than four, but this has been changed as of December 22, 2014.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Loch n' Load.jpg|thumb|none|350px|The Loch-n-Load]]&lt;br /&gt;
[[File:TF2 - Lochnload Ingame.jpg|thumb|none|500px|A Demoman carries the Loch-n-Load grenade launcher in the BLU spawn room on ctf_turbine. Note how the front sight is out of alignment with the mounting bracket; this is a bug that was caused by an update after the Loch-n-Load was released]]&lt;br /&gt;
&lt;br /&gt;
== Sticky Bomb Launcher ==&lt;br /&gt;
&lt;br /&gt;
The secondary weapon of the Demoman is a drum-fed grenade launcher known as the Sticky Bomb Launcher. It holds up to 8 sticky bombs at a time which stick to non-moving surfaces and are manually detonated by the player. The range of the weapon can be increased by holding down the fire button, making the bombs fly further when they're finally fired. The Demoman reloads this weapon by ratcheting a charging handle mounted on the left side above the trigger. Like the Scout's Scattergun, no new ammo is seen being loaded into the launcher during reloading. Like the Soldier's Rocket Launcher, the Demoman can 'sticky-jump' by jumping just as he detonates a sticky bomb under his feet. Two specialized versions of the Sticky Bomb Launcher are also available; the &amp;quot;Scottish Resistance&amp;quot;, which has a higher rate of fire, the ability to set more bombs, and the ability to detonate individual bombs by aiming at them (which can also destroy enemy sticky bombs) and the &amp;quot;Sticky Jumper&amp;quot; which fires sticky bombs that do no damage at all and are used solely for executing sticky jumps.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2StickyBombLauncher.jpg|thumb|none|400px|]]&lt;br /&gt;
[[Image:TF2StickyLauncher.JPG|thumb|none|500px|A Sticky Bomb Launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2ScotResist.JPG|thumb|none|500px|A Scottish Resistance in ''Team Fortress 2''. Note that the front sights seem to have been replaced with a laser pointer taped atop the muzzle, also the model itself is lower quality than the Sticky Bomb Launcher.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate ==&lt;br /&gt;
&lt;br /&gt;
Released alongside the Loch-n-Load, the &amp;quot;Ullapool Caber&amp;quot; is a Mann Co.-branded [[Model 24 Stielhandgranate]] with black tape around the grip. The Demoman does not throw it (as one would expect a Scot to throw a caber or a sober man to throw a grenade); he swings it as a melee weapon. The first hit with the Caber against an enemy or solid object causes it to detonate, propelling the Demoman into the air and leaving him with a weak melee weapon (if he survives the fall) until he respawns or resupplies.&lt;br /&gt;
&lt;br /&gt;
[[Image:24-43 grenade.jpg|thumb|none|350px|Model 24 Stielhandgranate High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:TF2-Ullapool Caber.jpg|thumb|none|300px|The Ullapool Caber]]&lt;br /&gt;
[[File:TF2 - Telefonmast Ingame.jpg|thumb|none|500px|The Demoman swings the Ullapool Caber.]]&lt;br /&gt;
&lt;br /&gt;
= Heavy =&lt;br /&gt;
&lt;br /&gt;
== Multi-Barrel Miniguns ==&lt;br /&gt;
&lt;br /&gt;
The Heavy's signature weapon is &amp;quot;Sasha,&amp;quot; a portable minigun based on a [[GE M134 Minigun]] with Dillon Aero flash suppressors and a white 200-round ammunition drum, in a configuration probably based on the feed system used by the [[M61 Vulcan]] mounted on the F/A-18. Heavy claims that she weighs 150 kilograms (roughly 330.75 pounds) and fires $200 custom-tooled cartridges at 10,000 RPM (in-game, she fires at 2,400 RPM). Heavy has to ready Sasha before she can fire; while her barrels spin, Heavy's movement speed is reduced to 47%.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Natascha&amp;quot; is an unlockable primary weapon for Heavy. Natascha has a black ammo drum and an external feed mechanism. Hits from Natascha reduce the target's movement speed, but she requires 30% more spin-up time and inflicts 25% less damage. As an additional upside, Natascha gives the Heavy 20% damage resistance when fully spun-up&lt;br /&gt;
&lt;br /&gt;
Winning against the Heavy in the crossover poker game ''Poker Night at the Inventory'' unlocks a Minigun called the &amp;quot;Iron Curtain.&amp;quot; Heavy claims he made it himself from Soviet iron and mahogany from Alexander II's favorite chair and it displays the hammer and sickle on the drum. The Iron Curtain is a cosmetic reskin of Sasha.&lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M61-FA-18.jpg|thumb|none|400px|M61 Vulcan in the mounting used by the F/A-18 Hornet - 20x102mm]]&lt;br /&gt;
[[Image:Minigun.png|thumb|none|400px|none|Sasha, a minigun.]]&lt;br /&gt;
[[File:TF2IronCurtain.jpg|thumb|none|400px|none|The Iron Curtain.]]&lt;br /&gt;
[[Image:Natascha.png|thumb|none|400px|none|Natascha, also a minigun.]]&lt;br /&gt;
[[File:TF2 - Minigun Trailer2.jpg|thumb|none|500px|none|The Heavy fires Sasha in ''Trailer 2''. This was before the game's release, showing that this particular weapon is one of the few that did not go through any more design changes.]]&lt;br /&gt;
[[File:TF2 - Minigun2 Ingame.jpg|thumb|none|500px|none|A burning Heavy fires Natascha on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Sascha Taunt Ingame.jpg|thumb|none|500px|none|Heavy loves his gun.]]&lt;br /&gt;
&lt;br /&gt;
== 1861 Gatling Gun == &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Brass Beast&amp;quot; is another unlockable primary weapon for the Heavy, based on an 1860's [[Gatling Gun]]. It appears to have a Broadwell drum modified with an ammo chain rather than gravity-feeding and is electric-powered instead of hand-cranked. It does 25% more damage than Sasha but requires 50% more spin-up time and reduces Heavy's movement speed 60%, making it more of a stationary defensive weapon. To complement this, it also gives the Heavy a 20% damage resistance buff when fully spun-up&lt;br /&gt;
&lt;br /&gt;
[[Image:Gatling_gun_1865.jpg|thumb|none|400px|An 1865 Gatling Gun - .45-70]]&lt;br /&gt;
[[Image:BrassBeast.jpg|thumb|none|400px|none|The Brass Beast]]&lt;br /&gt;
[[File:TF2 - BrassBeast Taunt Ingame.jpg|thumb|none|500px|none|Heavy also loves this gun. Note how the ammo chain and magazine clip through the Heavy's right arm.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
&lt;br /&gt;
An enlarged, highly-modified [[Thompson Submachine Gun#M1928/M1928A1 Thompson|M1928A1 Thompson]] called &amp;quot;Tomislav&amp;quot; is a purchased alternate primary weapon for the Heavy. All that remains of the base Tommy gun are its receiver, handguard, and barrel; the feed mechanism and trigger have been altered to resemble Sasha's two-hundred-round drum and chainsaw grip. The Tomislav has a 20% slower rate of fire but is readied 20% faster and has no spin-up sound, and has 20% less spread than the Minigun. It is the only weapon in the game depicted by default with a fitted sling.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Tomislav.jpg|thumb|none|400px|Tomislav]]&lt;br /&gt;
&lt;br /&gt;
= Engineer =&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 (Full length) == &lt;br /&gt;
&lt;br /&gt;
The Engineer's first unlockable primary weapon is a full-length Ithaca 37 with an engraved receiver and team-colored capacitor called &amp;quot;Frontier Justice.&amp;quot; Instead of regular critical hits, Frontier Justice earns two &amp;quot;Revenge Crits&amp;quot; for every Sentry kill and one for assists, to a maximum of thirty-five, awarded when the Sentry is destroyed. Despite having an extended magazine tube, it has half the magazine size of the regular shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Image:IthacaExtMagTub.jpg|thumb|none|400px|Ithaca 37 with extended magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:Frontierjustice.PNG|thumb|none|400px|The &amp;quot;Frontier Justice&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Ithaca37 Ingame.jpg|thumb|none|500px|An Engineer fires the &amp;quot;Frontier Justice&amp;quot; on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 mac Trailer.jpg|thumb|none|500px|The Engineer chambers a round in the Frontier Justice during the ''Mac Trailer'', which was released to announce the porting of numerous Valve Software games to the Apple OS.]]&lt;br /&gt;
&lt;br /&gt;
== SRM Arms Model 1208 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered ''[[Deus Ex: Human Revolution]]'' earned the &amp;quot;[[Deus_Ex:_Human_Revolution#SRM_Arms_Model_1208|Widowmaker]]&amp;quot; (itself based on the [[SRM Arms 1200 Series Shotguns|SRM Arms Model 1208]]) in Genuine quality as an alternate primary weapon for the Engineer. For other players, it can be obtained in Unique quality via the drop system, trading, or buying it in the in-game store. Each shot consumes thirty units of the Engineer's metal and returns one unit for every point of damage dealt. The sound effect for pumping the shotgun plays when the Widowmaker is drawn, despite it not requiring loading.&lt;br /&gt;
&lt;br /&gt;
[[File:SRM 1208.jpg|thumb|none|400px|SRM Arms Model 1208 - 12 Gauge]]&lt;br /&gt;
[[File:Widowmaker.jpg|thumb|none|400px|The Widowmaker]]&lt;br /&gt;
[[File:TF2Widowmaker1stPerson.jpg|thumb|none|400px|FPS view.]]&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun ==&lt;br /&gt;
&lt;br /&gt;
The Engineer's signature weapon is an automated Sentry Gun that can be upgraded with twin [[M134 Minigun]]s. The missile launcher on the level 3 sentry appears not to be based on any real model. An unlockable secondary weapon for the Engineer called the &amp;quot;Wrangler&amp;quot; is a remote control that allows him to take manual control of his Sentry Gun to engage enemies outside the Sentry's normal detection range.&lt;br /&gt;
&lt;br /&gt;
[[File:M134.JPG|thumb|none|400px|none|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[Image:Sentry_gun.jpg|500px|thumb|none|At level 2, the Sentry Gun acquires a pair of miniguns.]]&lt;br /&gt;
[[File:TF2 - SentryLevel3 Minigun MeetTheSpy.jpg|thumb|none|500px|none|A level 3 Sentry as seen in ''Meet the Spy''. Were this an actual game, the Sentry would have detected the Spy in the background and opened fire.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper =&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's secondary weapon is a submachine gun called &amp;quot;SMG.&amp;quot; It combines the general shape and distinctive front sight of a [[MAT-49]] with the rear sight, magazine, and bolt of an [[M1A1 Thompson]]. It deals very low damage and has average accuracy, but its very rapid fire can pile on damage quickly if aimed well. It has a twenty-five-round magazine and the Sniper carries three more. Like the other Support and Defense classes, the Sniper isn't meant to go into the front lines with this weapon, but rather be able to defend himself during medium-range combat when there isn't enough time to snipe an incoming enemy.&lt;br /&gt;
&lt;br /&gt;
[[Image:MAT-49.jpg|thumb|none|400px|MAT-49 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with thirty-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:Sniper_SMG.jpg|thumb|500px|none|The Sniper's SMG]]&lt;br /&gt;
[[File:TF2 - SMG Trailer1.jpg|thumb|500px|none|The Scout holds the SMG in ''Trailer 1''. It was originally meant as his primary weapon, but was later switched to the Sniper's secondary weapon.]]&lt;br /&gt;
[[File:TF2 - SMG Ingame.jpg|thumb|500px|none|The SMG in-game.]]&lt;br /&gt;
[[File:TF2 - SMG 3rdP Ingame.jpg|thumb|500px|none|A Sniper wields the SMG on pl_hoodoo_final.]]&lt;br /&gt;
&lt;br /&gt;
== Kimel AP-9 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Cleaner's Carbine&amp;quot; is a submachine gun bearing resemblance to the [[Kimel AP-9]] with a silencer, side-folding wire-frame stock, left-hand ejection port, wood grips, and top-mounted charging handle as seen on the [[Uzi]]. It holds five fewer rounds and fires 35% slower than the standard SMG and cannot deliver random critical hits, but all the Sniper's weapons will deliver mini-crits for eight seconds after he kills an enemy with this weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:AP9Mini.jpg|thumb|none|300px|Kimel AP-9 9x19mm]]&lt;br /&gt;
[[File:TF2CleanersCarbine1stPerson.jpg|thumb|none|300px|The Cleaner's Carbine in 1st person view.]]&lt;br /&gt;
[[File:TF2CleanersCarbinePromoImage.jpg|thumb|none|300px|Promo image of the Cleaner's Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 Sniper Rifle ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's primary weapon is a &amp;quot;Sniper Rifle&amp;quot; based on the [[Remington 700]] with a visible laser sight and cartoonishly large scope (which looks similar to the AN/PVS-2 Starlight scope but without the night-vision abilities). It only holds one round at a time; the Sniper manually loads a new round every time he opens the bolt. Targeting through the scope will charge the projectile and make it hit harder when fired. After 3.3 seconds, the zoom acquires max charge, enough to take out lower-health classes with a body shot and kill with one headshot even an overhealed Heavy. The rifle can be fired without looking through the scope, but it only inflicts minimum damage and cannot deal headshots. This is the only hitscan weapon in the game (not counting sentries or critical hits) that has no damage falloff (reduced damage over long range).&lt;br /&gt;
&lt;br /&gt;
A bolt-action air rifle based on the default Sniper Rifle called the &amp;quot;Sydney Sleeper&amp;quot; is a purchased alternate primary weapon for the Sniper. It acquires a full charge after 2.8 seconds of zoom, and any enemy target hit when scoped will receive Jarate as well as damage, with the Jarate's duration depending on its charge. The Sydney Sleeper cannot inflict critical hits or headshots.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|400px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Sniper_Rifle.jpg|thumb|none|500px|&amp;quot;Sniper Rifle&amp;quot; in ''Team Fortress 2''. The visible laser sight will give away your intentions to attentive opponents.]]&lt;br /&gt;
[[Image:M40SniperRifle.jpg|thumb|none|500px|The Sniper Rifle in-game.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper.jpg|thumb|none|500px|The Sniper is about to realize that his target's ally has spotted him in ''Meet the Sniper''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Trailer2.jpg|thumb|none|500px|The Sniper aims his Sniper Rifle in ''Trailer 2''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Ingame.jpg|thumb|none|500px|A RED Sniper aims his Sniper Rifle on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
==Jezail Musket==&lt;br /&gt;
A centerfire-converted [[Jezail musket]] with an underbarrel laser pointer and magnifying glass scope called the &amp;quot;Bazaar Bargain&amp;quot; is a purchased or crafted alternate primary weapon for the Sniper. It takes 50% longer to charge while zoomed, but every headshot kill decreases the charge by 25% to a maximum of six headshots. A shot to the body while scoped reduces the count by one. Due to a bug, spent casings are ejected from the center of the screen, appearing out of thin air.&lt;br /&gt;
&lt;br /&gt;
[[Image:jezail1.jpg|thumb|none|500px|Jezail musket]]&lt;br /&gt;
[[Image:Bazaar Bargain 1st person.jpg|thumb|none|300px|First person view of the Bazaar Bargain]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
A suppressed [[Walther WA 2000]] known as the &amp;quot;Hitman's Heatmaker&amp;quot; was added in the Pyromania Update. The weapon builds up a &amp;quot;Focus&amp;quot; meter on kills and assists and, once full, charges 25% faster, fires tracer rounds and allows the player to stay scoped after firing. However, it deals 20% less damage on a bodyshot. The weapon also decapitates targets killed with a headshot. &lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker.jpg|thumb|none|300px|The Hitman's Heatmaker.]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker1stPerson.jpg|thumb|none|300px|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
Introduced as a promotional item for pre-orders of ''[[Counter-Strike: Global Offensive]]'', the &amp;quot;AWPer Hand&amp;quot; is a cosmetic reskin of the Sniper Rifle as an [[Accuracy International Arctic Warfare]] fitted with a folded Harris bipod. Its item description references the AW's notoriety in the ''Counter-Strike'' community.&lt;br /&gt;
[[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TF2AWPerHand1stPerson.jpg|thumb|none|300px|The AWPer Hand in first person.]]&lt;br /&gt;
[[File:TF2AWPerHandSniper.jpg|thumb|none|300px|Sniper holds the AWPer Hand in a promotional picture.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
Introduced as part of the Love and War Update, the &amp;quot;Classic&amp;quot; is a sniper rifle made to resemble a long-barreled [[Heckler &amp;amp; Koch G36]] with an olive-drab handguard, stock, and lower receiver. As per all the Sniper's rifles in the game, the Classic is fitted with a laser pointer, the team-colored beam emitting from the top part of the ZF 3x4° dual sight system when the weapon has a fully-charged shot ready to fire. Unlike the Sniper's other rifles, the Classic can be charged and can deal head shots without having to look through the scope (though the Sniper will move slower as if scoped in), and the Sniper can also fire multiple shots while staying scoped-in. Enemies killed by a charged shot from this weapon will be gibbed and leave a brief cloud of red mist where they were killed. The Classic is a throwback to the Sniper Rifle from ''Team Fortress Classic'', which operated with almost identical mechanics and also heavily resembled a G36.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 5.56x45mm]]&lt;br /&gt;
[[Image:TF2G36.JPG|thumb|none|500px|The &amp;quot;Classic&amp;quot; in ''Team Fortress 2''. Note that it has a RIS rail instead of a charging handle.]]&lt;br /&gt;
&lt;br /&gt;
= Spy =&lt;br /&gt;
&lt;br /&gt;
== Colt Python ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Revolver&amp;quot; is a [[Colt Python]] with a six-inch barrel and ivory grips, the Spy's primary weapon. It is fairly strong and has better-than-average range. The Revolver is strong enough at close range to take out the lower-health classes with two or three well-aimed shots. However, its purpose is to have something to fall back on in case of trouble, rather than for attacking.&lt;br /&gt;
 &lt;br /&gt;
[[File:ColtPython&amp;amp;IvoryGrips.jpg|thumb|none|400px|Colt Python with 6&amp;quot; barrel &amp;amp; Ivory Grips- .357 Magnum]]&lt;br /&gt;
[[Image:Spy_Revolver.jpg|thumb|none|400px|The Revolver in Team Fortress 2.]]&lt;br /&gt;
[[Image:Python2.jpg|thumb|none|500px|The Colt Python carried by the Spy while taunting]]&lt;br /&gt;
[[File:TF2 - Revolver Ingame.jpg|thumb|none|500px|A Spy holds his Revolver on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Dan Wesson PPC .357 ==&lt;br /&gt;
&lt;br /&gt;
The Spy's unlockable &amp;quot;Ambassador&amp;quot; is a [[Dan Wesson revolvers#Dan Wesson PPC|Dan Wesson PPC .357]] revolver heavily customized with rosewood grips and engravings on the barrel depicting the Scout's mother. It deals 15% less damage than the Revolver, only inflicts critical hits on headshots, and has a short period of severe inaccuracy right after each shot. The Ambassador is otherwise almost as accurate as the Sniper Rifle. The Russian &amp;quot;Sniper vs. Spy&amp;quot; page claims that the Ambassador is chambered in .50 caliber.&lt;br /&gt;
&lt;br /&gt;
The Ambassador is missing three things essential to real-life operation (L'Etranger shares these oddities):&lt;br /&gt;
&lt;br /&gt;
* The rear of the barrel is blocked (noticeable during the reload animation) as if it was a deactivated gun. &lt;br /&gt;
*The crane and the ejector rod do not follow the cylinder when it swings out, leaving the cylinder hovering in midair.&lt;br /&gt;
*No bullets are ejected or loaded during its reload; the cylinder is simply opened and then closed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dan Wesson PPC-2.jpg|thumb|none|400px|Dan Wesson PPC Stainless Steel - .357 Magnum]]&lt;br /&gt;
[[Image:Ambassador.png|thumb|400px|none|The Ambassador. Note the odd single-action trigger on a double-action revolver and lack of cylinder latch.]]&lt;br /&gt;
[[image:TF2REVOLVER2.jpg|thumb|none|500px|The Ambassador in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Detective Special ==&lt;br /&gt;
&lt;br /&gt;
The Spy's crafted or purchased &amp;quot;Enforcer&amp;quot; alternate pistol is a stainless [[Colt Detective Special]] with pearl grips. It inflicts 20% more damage than the Revolver but fires 20% slower than the Revolver and does not deal random critical hits. The damage bonus doesn't take effect however unless the player is disguised when they fire the shot (though firing while disguised will drop the disguise).&lt;br /&gt;
&lt;br /&gt;
The Enforcer's hammer and cylinder do not move when firing. When reloading, the bullets appear to float into the cylinder. The weapon also lacks a solid top above the cylinder.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtNickelDS.jpg|thumb|none|300px|Colt Detective Special .38 Special with stainless finish and pearl grips]]&lt;br /&gt;
[[Image:TF2-The Enforcer.jpg|thumb|none|300px|The Enforcer]]&lt;br /&gt;
[[File:TF2 - Enforcer Ingame.jpg|thumb|none|500px|The Enforcer in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Nagant M1895 ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;L'Etranger,&amp;quot; a silver [[Nagant M1895]] revolver with custom engraved ivory grips and an extended barrel, was added during the &amp;quot;Mann-conomy&amp;quot; (Polycount) Update as a new Spy weapon. [http://steamcommunity.com/id/chemicalalia Shaylyn &amp;quot;Chemical Alia&amp;quot; Hamm] created it for the Polycount Pack contest. It restores 15% of the user's cloak charge on hit, but does 20% less damage. It also extends the cloak duration of any Spy watch by 40%.&lt;br /&gt;
&lt;br /&gt;
L'Etranger, unlike the Nagant, loads from a six-round cylinder that flips open for reloading.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo)]]&lt;br /&gt;
[[Image:TF2Nagant.jpg|thumb|none|400px|L'Etranger as seen in the previews]]&lt;br /&gt;
[[File:TF2 - Letranger Ingame.jpg|thumb|none|500px|L'Etranger in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered or bought ''Sam &amp;amp; Max: The Devil's Playhouse'' within the first week of its release earned Sam's signature sidearm, the &amp;quot;Big Kill,&amp;quot; as a replacement primary weapon for the Spy. It is a reskinned Ambassador with the same stats as the Revolver and the same animation bugs as the Ambassador. The gun is based on a [[Smith &amp;amp; Wesson Model 29]], though it is much smaller than its ''Sam &amp;amp; Max'' counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 revolver with 8 3/8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:Weapon thebigkill.png|thumb|400px|none|Sam's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2BigKill1stPerson.jpg|thumb|400px|none|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MCM==&lt;br /&gt;
&lt;br /&gt;
The first ''Team Fortress 2'' trailer showed the Spy wielding a stainless [[Baikal MCM]] &amp;quot;Tranquilizer Gun.&amp;quot; It was replaced with the Revolver by the game's release. The model, though not usable, remains in the game's files.&lt;br /&gt;
&lt;br /&gt;
[[Image:MCM.jpg|thumb|none|400px|Baikal MCM with magazine removed - .22 LR.]]&lt;br /&gt;
[[File:TF2 - Baikal Trailer1.jpg|thumb|none|500px|The Spy holds his Tranquilizer Gun in ''Trailer 1''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==American Derringer Model 1==&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Expiration Date&amp;quot; animation released to promote the Love and War Update, Miss Pauling can be seen wielding a double-barreled derringer that resembles an [[American Derringer Model 1]], albeit scaled up to the size of a normal handgun. This is thus far the only weapon that has appeared in an official animation that is not playable in the game in any form.&lt;br /&gt;
&lt;br /&gt;
[[Image:American Derringer Stainless Steel M-1.jpg|thumb|none|400px|American Derringer Model 1 .45 Long Colt]]&lt;br /&gt;
[[Image:TF2PaulingDerringer.JPG|thumb|none|500px|Miss Pauling with her derringer drawn in the &amp;quot;Expiration Date&amp;quot; animation]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=1111714</id>
		<title>Team Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=1111714"/>
		<updated>2017-06-09T02:07:39Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Mossberg 500 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tf2 standalonebox.jpg|thumb|right|300px|''Team Fortress 2'' (2007)]]&lt;br /&gt;
&lt;br /&gt;
'''''Team Fortress 2''''' is a Source engine first-person shooter created by Valve. As the name implies, the action is team-based, with both teams composed of nine distinct classes divided into offensive, defensive, and support categories. The game is well known for its dark humor, infinite fan-controversy and incredibly lazy, if hilarious, animations.&lt;br /&gt;
&lt;br /&gt;
The game's art style is a distinctive cartoonish take on Sixties espionage; the designs of the game's weapons are stylized versions of familiar designs.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game Team Fortress 2:''' &lt;br /&gt;
&lt;br /&gt;
= Shared Weapons =&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The secondary weapon for the Engineer and Scout classes, the Pistol is a mixture of the [[Makarov PM]], [[Walther PPK]], and [[Smith &amp;amp; Wesson 61 Escort]]. It possesses the Makarov's slide, trigger, upper frame, the PPK's ejection port, handle, handgrips, and the S&amp;amp;W's trigger guard.&lt;br /&gt;
&lt;br /&gt;
It lacks power and has only average accuracy, but has good range and is semi-automatic with a very fast reload time for its twelve-round magazine. The light-traveling Scout carries three extra magazines, and the ever-prepared Engineer carries sixteen extra magazines and two-thirds of one more.&lt;br /&gt;
&lt;br /&gt;
The Pistol is an excellent alternative to finish off an enemy instead of reloading the shotgun, defend oneself when retreating, or for picking off enemies at a distance.&lt;br /&gt;
&lt;br /&gt;
Interestingly, early [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] shows that there was originally supposed to be a sidearm based on the [[SIG P210]].&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|left|300px|none|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:WaltherPPK.jpg|thumb|left|300px|none|Walther PPK - .380 ACP]]&lt;br /&gt;
[[Image:S&amp;amp;W61Escort.jpg‎|thumb|left|300px|none|Smith &amp;amp; Wesson 61 Escort - .22 Long Rifle (Blank adapted movie gun)]]&lt;br /&gt;
[[Image:Engineer_Pistol.jpg|thumb|left|400px|none|In-game model, simply called &amp;quot;Pistol&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Pistol Ingame.jpg|thumb|left|500px|none|The Engineer holds his Pistol in-game in his optional prosthetic &amp;quot;Gunslinger&amp;quot; hand]]&lt;br /&gt;
[[File:TF2 - Pistol Taunt Ingame.jpg|thumb|left|500px|none|An Engineer taunts while holding the Pistol in his prosthetic &amp;quot;Gunslinger&amp;quot; hand.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Luger P08 ==&lt;br /&gt;
&lt;br /&gt;
Max's signature &amp;quot;Lugermorph&amp;quot; sidearm in the ''Sam and Max: Freelance Police'' series appears as an unlockable secondary weapon for the Scout (and the Engineer after the July 1st 2010 update) for players who pre-ordered ''Sam &amp;amp; Max: The Devil's Playhouse'' or bought it within the first week of its release, or by winning it from Max in the game ''Poker Night at the Inventory''. Based on the [[Luger P08]], the Lugermorph is only a cosmetic reskin of the regular Pistol.&lt;br /&gt;
&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:Weapon lugermorph.png|thumb|400px|none|Max's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2Lugermorph1stPerson.jpg|thumb|400px|none|The Luger P08 in first person.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
A sawed-off [[Ithaca 37]] &amp;quot;Shotgun&amp;quot; is the Engineer's primary weapon and the secondary weapon for the Soldier, Pyro, and Heavy. Although it is his primary weapon, the Engineer uses it primarily in self-defense and in defense of his buildings. At close range, the Shotgun deals great damage, but falls off noticeably at mid range. The other classes that use the Shotgun as a secondary have highly-damaging primary weapons and use the Shotgun to finish off injured opponents or to conserve primary weapon ammo. In the Soldier's Shotgun taunt, he fires three shots in the manner of a twenty-one-gun salute, though no ammo is expended and causes no damage. Also when drawing it, the Pyro will rack the slide, which the other classes don't do.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca m37sawedoff.jpg|thumb|none|400px|Ithaca 37 with sawed-off stock and barrel - 12 Gauge]]&lt;br /&gt;
[[Image:Engineer_Shotgun.jpg|thumb|400px|none|Notice that the Shotgun's ejection port is on the left side, not the bottom like the real Ithaca 37, but oddly ejects to the right in-game.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheSpy.jpg|thumb|500px|none|The Soldier racks the Ithaca 37's pump action after he deals with a Spy in ''Meet the Spy''.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheScout.jpg|thumb|500px|none|The Heavy shoulders his Ithaca 37 in ''Meet the Scout''. Note that his ring-finger fills up the entire trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Mossberg 500 ==&lt;br /&gt;
&lt;br /&gt;
There are two shotguns in the game that bear a resemblance to the [[Mossberg 500]]. &amp;quot;The Family Business&amp;quot; is an unlockable secondary weapon for the Heavy, is fitted with wooden furniture and tubular stock and a safety selector mounted on the left side of the receiver above the trigger. It holds eight rounds (the highest ammo capacity of all the shotguns in the game) and appears to be 20 gauge, since it does less damage per shot. Due to a bug, spent shells from &amp;quot;The Family Business&amp;quot; are ejected from the center of the screen, appearing out of thin air. In addition, the pump has no animation; the whole weapon moves back and forth instead of the pump. It fires 15% faster than the default Shotgun&lt;br /&gt;
&lt;br /&gt;
The other shotgun is the &amp;quot;Reserve Shooter&amp;quot;, which features a green frame with a white star inside of a ring similar to the symbol seen on US Army vehicles in World War II, a green USMC-style barrel clamp, wooden sawed-off stock, and wooden forend. Originally available exclusively to the Soldier, recent updates allowed it to be used by the Pyro as well. It only holds four rounds, and for five seconds after drawing it will deliver mini-crits to targets in mid-air, though only ones launched as a result of an explosion, such as a rocket jump. As another effect, the user will switch to the weapon 20% faster. Interestingly, the weapon has an ejection port on the left side, but ejects spent shells to the right when fired. The &amp;quot;Reserve Shooter&amp;quot; also makes a distinctly deeper sound when fired that is noticeably different from most of the other shotguns in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Persuader&amp;quot; with high-capacity magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:TF2-The Family Business.jpg|thumb|none|400px|&amp;quot;The Family Business&amp;quot;]]&lt;br /&gt;
[[File:TF2 - FamilyBusiness Taunt Ingame.jpg|thumb|none|500px|A Heavy taunts with the &amp;quot;Family Business.&amp;quot; Note the Soviet hammer and sickle symbol on the stock.]]&lt;br /&gt;
[[File:TF2ReserveShooterConceptArt.jpg|thumb|none|400px|Concept art for the Reserve Shooter.]]&lt;br /&gt;
[[File:TF2ReserveShooterReload.jpg|thumb|none|500px|Reloading the Reserve Shooter.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The &amp;quot;Panic Attack&amp;quot; shotgun is based off a [[Winchester Model 1897]] in it's famous &amp;quot;Trench Gun&amp;quot; configuration, with a sawed down stock and a drum magazine loaded into the bayonet mount. The weapon acts similarly to the Soldier's Beggar's Bazooka, having the player load in rounds and firing them off in a quick succession. The weapon also loads shells 50% faster than the Ithaca 37 listed above. The weapon also fires faster as the player's health gets lower, but accuracy decreases as well.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|none|400px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 Gauge.]]&lt;br /&gt;
&lt;br /&gt;
= Scout =&lt;br /&gt;
&lt;br /&gt;
== COP 357 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Shortstop,&amp;quot; a pearl-gripped derringer based on the [[COP 357 Derringer|COP 357]] with a single external hammer, is one of the Scout's unlockable primary weapons. It has a tighter spread than the Scattergun, fires 75% faster, and reloads in one second, but inflicts 20% less damage overall and only loads four rounds. It is the only primary weapon based on a secondary. Though the Shortstop seems to fire .357 Magnum rounds loaded with &amp;quot;snake shot&amp;quot; instead of bullets, it used to draw from the same ammunition pool as the Pistol, Lugermorph, or Winger, which has been changed. Currently, the Shortstop has the effect of boosting all healing on the user by 20% while active, but increases knockback taken by 40%.&lt;br /&gt;
&lt;br /&gt;
[[Image:N-copb.jpg|thumb|none|300px|COP 357 - .357 Magnum]]&lt;br /&gt;
[[Image:Tf2derringer.jpg|thumb|none|300px|The Shortstop]]&lt;br /&gt;
[[File:TF2 - Shortstop Ingame.jpg|thumb|none|500px|The Shortstop in-game. Clearly visible here is the weapon's external hammer ,which isn't lined up with any of the barrels, leaving one to guess at the weapon's internal workings.]]&lt;br /&gt;
[[File:TF2 - Shortstop 3rdP Ingame.jpg|thumb|none|500px|The Scout holds his Shortstop on pl_upward.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 3032 Tomcat ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winger&amp;quot; resembles a [[Beretta 3032 Tomcat]] with a radiation hazard symbol on the grips and yellow wings imprinted at the rear of the slide and a squared back-end with no external hammer. It is an unlockable secondary weapon for Scout, which inflicts 15% more damage per shot than the Pistol, but only loads five rounds. It also increases the user's maximum jump height by 25%.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta3032TomcatSS.jpg|thumb|none|300px|Beretta 3032 Tomcat in Stainless Steel - .32 ACP]]&lt;br /&gt;
[[File:TF2 - Winger Ingame.jpg|thumb|none|500px|The Winger ingame.]]&lt;br /&gt;
[[File:TF2 - Winger 3rdP Ingame.jpg|thumb|none|500px|Third-person shot of the Winger.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Model 1908 Vest Pocket ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Pretty Boy's Pocket Pistol&amp;quot; is based on the [[Colt Model 1908 Vest Pocket]] with wood grips. The pistol's name is inspired by notorious gangster Charles &amp;quot;Pretty Boy&amp;quot; Floyd. The weapon also shares the same reloading animation as the Scout's default pistol. It fires 25% slower than the normal Pistol but will prevent the Scout from taking fall damage when held out, in addition to giving him 3 health per hit and making him take 20% extra damage&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt1908pocket.jpg|thumb|none|300px|Colt Model 1908 Vest Pocket with wood grips .25 ACP]]&lt;br /&gt;
[[File:TF2PrettyBoysPocketPistol.jpg|thumb|none|500px|The Colt Model 1908 in first person.]]&lt;br /&gt;
[[File:TF2Colt1908PromoImage.jpg|thumb|none|500px|Promo image for the Colt M1908.]]&lt;br /&gt;
&lt;br /&gt;
== Fictional Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's default primary weapon is a sawed-off double-barreled &amp;quot;Scattergun&amp;quot; with an integral six-round drum magazine and lever action.&lt;br /&gt;
&lt;br /&gt;
Oddly, the Scout never actually loads new shells into the weapon; he simply works the lever to eject spent shells (perhaps due to a bug, the shells are ejected facing backward), which replaces them with fresh ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2 Scattergun.jpg|thumb|none|450px|The Scattergun]]&lt;br /&gt;
[[File:TF2 - DoubleBarrel MeetTheScout.jpg|thumb|none|500px|The Scout readies his Scattergun in ''Meet the Scout''.]]&lt;br /&gt;
[[File:TF2 - Scattergun Ingame.jpg|thumb|none|500px|A burning Scout flies through the air, holding his Scattergun, on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's initial unlockable primary weapon is a [[12 Gauge Double Barreled Shotgun]] with sawed-off barrels called the &amp;quot;Force-A-Nature.&amp;quot; Compared to the Scattergun, it has a higher rate of fire and fires more pellets per shot, but does slightly less damage per pellet and only holds two shots at a time. Targets hit at close range are knocked back a considerable distance; if the Scout fires it in mid-air, he is knocked back as well, which can be used to give the Scout a third jump.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Soda Popper&amp;quot; is a haphazardly-repaired Force-A-Nature with a can of Crit-a-Cola taped under the barrels replacing the foregrip. The Soda Popper reloads 25% faster than the Force-A-Nature and fires 50% faster than the Scattergun. Equipping the Popper gives the Scout a &amp;quot;Hype&amp;quot; meter, filled by moving and jumping, and if activated when full will allow him to jump five extra times in mid-air until the boost ends.&lt;br /&gt;
&lt;br /&gt;
Both the Force-A-Nature and Soda Popper only load two shots, and reloading while one round is left wastes the unfired round. The Soda Popper's shells have radiation hazard symbols on the bases.&lt;br /&gt;
	 	&lt;br /&gt;
[[Image:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|A Stevens 1960s SBS 12 gauge with the barrels sawed-off, similar to the Force-A-Nature, but less compact and cartoonishly proportioned.]]&lt;br /&gt;
[[Image:TF2 Force-A-Nature.jpg|thumb|none|400px|The Force-A-Nature]]&lt;br /&gt;
[[File:TF2 - ForceANature Ingame.jpg|thumb|none|500px|The Force-A-Nature in-game.]]&lt;br /&gt;
[[File:TF2 - ForceANature Taunt Ingame.jpg|thumb|none|500px|A Scout taunts with the Force-A-Nature on pl_hoodoo_final.]]&lt;br /&gt;
[[File:TF2SodaPoperPromoImage.jpg|thumb|none|400px|Promo image for the Soda Popper.]]&lt;br /&gt;
[[File:TF2SodaPoper1stPerson.jpg|thumb|none|500px|Soda Popper in 1st person.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1887 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Love and War Update, the &amp;quot;Back Scatter&amp;quot; appears to be a [[Winchester Model 1887]] with an [[MG15 machine gun|MG15]] style magazine, as well as a sawed-off barrel and stock. The &amp;quot;Back Scatter&amp;quot; works similarly to the Pyro's &amp;quot;Backburner&amp;quot; flame thrower, dealing out more damage if the enemy is shot from behind. Enemies shot from behind within roughly thirty feet suffer mini-crits, though the weapon cannot inflict random critical hits and is twenty percent less accurate than the normal Scattergun. Just like the Scout's default Scattergun, the weapon is reloaded by cycling the lever action, with no new shells shown being loaded into the weapon.&lt;br /&gt;
[[Image: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;
[[Image:TF2BackScatter.JPG|thumb|none|400px|The Back Scatter]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the [[Browning Auto-5]] appears as an unlockable primary weapon for the Scout, referred to in-game as the &amp;quot;Baby Face's Blaster&amp;quot;. The weapon has a lever-action loop, integral drum magazine and a &amp;quot;mare's leg&amp;quot; style sawed-off stock &amp;amp; barrel. It functions similar to the default Scattergun, though reduces Scout's initial speed by 10% and holds only 4 shells. However, dealing damage with the weapon fills a &amp;quot;Boost&amp;quot; meter, which allows the Scout to run faster, up to a max of double speed at full Boost. The boost is partly lost when jumping and when taking damage. The name is inspired from infamous gangster &amp;quot;Baby-Face Nelson&amp;quot;. It also has a similar firing sound as the &amp;quot;Reserve Shooter&amp;quot; mentioned above.&lt;br /&gt;
&lt;br /&gt;
[[Image:RemingtonRiot11.jpg|thumb|none|350px|Browning Auto-5 12 gauge]]&lt;br /&gt;
[[File:TF2Auto51stPerson.jpg|thumb|none|500px|The Auto-5 in first person.]]&lt;br /&gt;
[[File:TF2BabyFace'sBlasterPromoImage.jpg|thumb|none|500px|Promo image for the Baby Face Blaster.]]&lt;br /&gt;
&lt;br /&gt;
=  Soldier =&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The Soldier's primary weapon is the &amp;quot;Rocket Launcher.&amp;quot; Unlike its single-shot real-life counterpart, the [[RPG-7]], the Rocket Launcher can pack four rockets at a time inside the tube and it has its grip orientation reversed. The game allows for &amp;quot;rocket jumping,&amp;quot; wherein a Soldier shoots towards the ground as he jumps, using the blast from the explosion to propel himself through the air over large distances and obstacles. The rockets, along with the Demoman's grenades, are the most damaging weapons in the game: a critical shot from either is usually enough to take out any enemy player in the blast radius. It is worth noting, however, that  [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] features the correct grip orientation, along with a scope and front sight.&lt;br /&gt;
&lt;br /&gt;
A craftable or purchased variant called &amp;quot;Rocket Jumper&amp;quot; comes with forty spare rounds but inflicts no damage. It is intended for players to use for rocket jumping practice.&lt;br /&gt;
&lt;br /&gt;
The unlockable &amp;quot;Direct Hit&amp;quot; resembles the Soldier's original Rocket Launcher but with a fatter body, slimmed-down exhaust tube, and a (cosmetic) targeting scope. The Direct Hit has 30% of the Rocket Launcher's splash radius, but its rockets travel 80% faster (roughly 84 mph).&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Soldier_Rocket_Launcher.jpg|thumb|none|400px|none|The cartoonish Rocket Launcher from ''Team Fortress 2''.]]&lt;br /&gt;
[[Image:6h875v5.jpg|thumb|none|500px|none|This is all that's left of a BLU Engineer after being insta-gibbed with the Rocket Launcher.]]&lt;br /&gt;
[[File:TF2 - RPG Trailer2.jpg|thumb|none|500px|none|Multiple soldiers holding the RPG-7-based weapon in ''Trailer 2''. The rocket on the end of the tube made its resemblance to the RPG-7 even closer, and was removed prior to the game's release.]]&lt;br /&gt;
[[Image:TF2-Direct Hit.jpg|thumb|none|400px|none|The &amp;quot;Direct Hit&amp;quot;.]]&lt;br /&gt;
[[File:TF2 - DirectHit Ingame.jpg|thumb|none|500px|none|The Soldier with the &amp;quot;Direct Hit&amp;quot; on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== M202 FLASH ==&lt;br /&gt;
&lt;br /&gt;
A single-barreled version of the [[M202 FLASH]] rocket launcher without the scope is an unlockable Soldier weapon called &amp;quot;The Black Box.&amp;quot; It restores up to 20 health per rocket fired, but only holds 3 rockets.&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2_FLASH.JPG|thumb|none|350px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[Image:TF2-Black Box.jpg|thumb|none|350px|The &amp;quot;Black Box&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Blackbox Ingame.jpg|thumb|none|500px|A Soldier carries the Black Box on ctf_turbine.]]&lt;br /&gt;
&lt;br /&gt;
== M20A1 &amp;quot;Super Bazooka&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Liberty Launcher&amp;quot; is an unlockable rocket launcher for the Soldier. Although made as an ambiguous old [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|&amp;quot;Bazooka&amp;quot;]] type weapon, it is notably based on the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;#M20A1/A1B1 &amp;quot;Super Bazooka&amp;quot;(3.5&amp;quot; Rocket)|M20A1 &amp;quot;Super Bazooka&amp;quot;]] with many elements from the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1 &amp;quot;Bazooka&amp;quot;]] and [[RPG-7]]. It holds one extra rocket and its rockets fly 40% faster than the basic Rocket Launcher's but they deal 25% less damage.&lt;br /&gt;
&lt;br /&gt;
[[Image:M20A1.gif|thumb|none|450px|M20A1 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Bazookasmithsonian.jpg|thumb|none|450px|M1 Bazooka - 2.36&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:TF2-Liberty Launcher.jpg |thumb|none|450px|The &amp;quot;Liberty Launcher&amp;quot;]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher Ingame.jpg|thumb|none|500px|The &amp;quot;Liberty Launcher&amp;quot; ingame.]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher 3rdP Ingame.jpg|thumb|none|500px|Third Person view of the &amp;quot;Liberty Launcher&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Beggar's Bazooka ==&lt;br /&gt;
&lt;br /&gt;
A fictional rocket launcher that was added in the Pyromania Update; the &amp;quot;Beggar's Bazooka&amp;quot; is a rocket launcher that the Soldier constructed out of assorted salvaged materials. A distinctive feature of this weapon is the ability to fire three rockets in a 'burst mode', dealing devastating damage to all but the strongest enemies. Accidentally loading a fourth rocket will cause an explosion in the launcher, damaging the Soldier and removing one stored rocket. The weapon cannot regain ammunition from friendly Dispensers when held out&lt;br /&gt;
&lt;br /&gt;
[[File:TF2BeggersBazooka.jpg|thumb|none|500px|Beggar's Bazooka.]]&lt;br /&gt;
[[File:TF2BeggersBazooka1stPerson.jpg|thumb|none|500px|First-person view of the Beggar's Bazooka]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 Hand Grenade ==&lt;br /&gt;
&lt;br /&gt;
The Soldier wears two [[Mk 2 hand grenade]]s strapped to his chest. He uses them as demonstration aids in the ''Meet the Soldier'' promotional video. He only uses them in-game as part of his &amp;quot;kamikaze&amp;quot; taunt: he pulls the pin on one and waits, killing himself and any enemy within a six foot radius. The grenades appear to have an overall black coloration with an orange/yellow band around the body. In another taunt, the Soldier will juggle these grenades and extra ammo for his Rocket Launcher.&lt;br /&gt;
&lt;br /&gt;
[[Image:MKIITrainingGrenade.jpg|thumb|none|150px|Mk 2 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:TF2SoldierNades.JPG|thumb|none|500px|The Soldier with his hand grenades in ''Meet the Soldier''.]]&lt;br /&gt;
&lt;br /&gt;
= Pyro =&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
&lt;br /&gt;
The Pyro's primary weapon is a custom-built flamethrower. It uses a propane tank as a fuel source and a team-colored gasoline pump handle for a trigger assembly. Enemies hit with the flame from the weapon will instantly ignite and take additional damage for approximately ten seconds unless extinguished (with the exception of other Pyros, who do not burn). The alternate fire emits a blast of propellant that can extinguish burning teammates, bounce enemies, and deflect non-hitscan projectiles (i.e. everything except bullets). There are three alternate flamethrowers available, the Backburner, the Degreaser, and the Phlogistinator.&lt;br /&gt;
&lt;br /&gt;
The Backburner is distinguished by a crudely-made team-colored dragon head welded over the muzzle. It always inflicts critical hits from behind (hence the name), but uses 50 ammo per airblast and cannot get random critical hits.&lt;br /&gt;
&lt;br /&gt;
The Degreaser is comprised of a gas pump, car muffler, exhaust pipe, a team-colored fire extinguisher, and stove top burner. When equipped, the Degreaser allows the Pyro to switch weapons 65% faster than normal, but inflicts a 25% shorter afterburn and deals 10% less damage.&lt;br /&gt;
&lt;br /&gt;
The Phlogistinator is a steampunk ray gun. It does not have an airblast, but features a critical boost called &amp;quot;Mmmph&amp;quot;, filled by burning enemies. This boost also restores Pyro to full health and reduces damage by 75% during the initial taunt. The weapon deals 10% less damage than the Flamethrower.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|400px|A BLU Pyro firing the Flamethrower in ''Meet the Soldier'']]&lt;br /&gt;
[[File:TF2FlameThrower1stPerson.jpg|thumb|none|400px|1st person view of the Flame Thrower.]]&lt;br /&gt;
[[File:TF2FlameThrowerPromoImage.jpg|thumb|none|400px|Promo image of the Pyro holding the Flame Thrower.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Flare Gun&amp;quot; is an unlockable secondary weapon for the Pyro. It is an oversized, elongated flare gun in team colors. It has an overall appearance similar to the [[Orion Flare Gun]] with the latching mechanism of the [[M8 flare pistol]]. Enemies hit with its projectiles (with the exception of other Pyros) are set on fire, and it inflicts a critical hit on a target that is already on fire.&lt;br /&gt;
&lt;br /&gt;
The Über Update added the &amp;quot;Detonator,&amp;quot; a modified flare gun that allows its user to detonate its rounds in mid-flight, though it deals 25% less damage than the Flare Gun. Targets in the blast radius are set alight just as if they had taken a direct hit. The Pyro wielding it suffers 50% more damage from his own weapons, making premature detonation a serious matter. Skilled Pyros can also use the Detonator to launch themselves into the air in a similar manner to the Soldier and Demoman using their rocket launcher and sticky launcher. Unlike the Flare Gun, the Detonator will only get mini-crits on burning targets.&lt;br /&gt;
&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|400px|none|Orion Flare Gun - 12 Gauge]]&lt;br /&gt;
[[Image:The_Tf2_Flare_Gun.jpg|thumb|400px|none|&amp;quot;The Flare Gun.&amp;quot; Note that the breech latch seems to be based on that of the [[M8 Flare Pistol]].]]&lt;br /&gt;
[[File:TF2 - Flaregun Ingame.jpg|thumb|500px|none|The Flare Gun in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Scorch Shot ==&lt;br /&gt;
&lt;br /&gt;
A third flare gun added as part of the Pyromania Update is the &amp;quot;Scorch Shot.&amp;quot; It is overall grey in color with an orange band around the muzzle. In addition to setting enemies on fire, it also knocks them backwards, similar to the effects of the Scout's Force-A-Nature shotgun. The projectiles fired by the Scorch Shot will bounce off whatever they hit, and can injure the Pyro who fired them if they hit him (such as if he fires at a wall directly in front of himself). Taunting with the Scorch Shot will perform his 'execution' taunt, wherein the Pyro stands side-on to wherever he's aiming at the time and draws down with the Scorch Shot, firing a single round. Like other attack taunts in the game, the 'execution' taunt will kill enemies hit by it at close range, while only doing normal damage at a distance (it is also the only taunt attack that consumes ammo; expending one round per taunt). The flares fired by the Scorch Shot will also destroy sticky bombs, just like the Demoman's Scottish Resistance mentioned below. They also deal 35% less damage than the Flare Gun&lt;br /&gt;
&lt;br /&gt;
[[File:TF2SorchShot.jpg|thumb|400px|none|The Scorch Shot.]]&lt;br /&gt;
[[File:TF2SorchShot1stPerson.jpg|thumb|400px|none|First-person view of the Scorch Shot]]&lt;br /&gt;
&lt;br /&gt;
==Incendiary Grenade==&lt;br /&gt;
&lt;br /&gt;
The Pyro wears three cylindrical grenades strapped to his chest. Given that most of the Pyro's weapons are fire-based, it's reasonable to assume these are supposed to be incendiary grenades; their shape is similar to the [[AN/M14 incendiary grenade]]. They have black bodies with an orange/yellow band and spoons.&lt;br /&gt;
&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 Incendiary Grenade]]&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|500px|A view of the incendiary grenades on the chest of a BLU Pyro in ''Meet the Soldier'']]&lt;br /&gt;
&lt;br /&gt;
= Demoman =&lt;br /&gt;
&lt;br /&gt;
==Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The Demoman's primary weapon is a grenade launcher that appears to be an amalgamation of several designs. In particular, it has the rotary magazine and break-open reloading of a [[Milkor MGL]] attached to the stock, handguard, and front leaf sight of an [[M79 grenade launcher]]. Despite being modeled with a six-round cylinder, the weapon only holds a maximum of four grenades, due to the fact that it originally held six, but the model was never updated. The launcher fires team-colored grenades that detonate after a few seconds' delay or on impact with an enemy.&lt;br /&gt;
&lt;br /&gt;
A popular tactic with this weapon is to lob volleys of grenades like mortar rounds at dug-in enemies to soften up their defenses prior to an assault.&lt;br /&gt;
&lt;br /&gt;
[[File:MMGLMk1.jpg|thumb|none|350px|Milkor MGL - 40mm]]&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Grenade Launcher .jpg|thumb|none|350px|The Grenade Launcher from ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2DemoNade.JPG|thumb|none|500px|The Demoman's grenade launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[File:TF2 - M79 MeetTheDemoman.jpg|thumb|none|500px|The Demoman holds his launcher in ''Meet the Demoman''.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Loch-n-Load&amp;quot; is a craftable or purchased primary weapon for the Demoman. It resembles a double-barreled M79 grenade launcher arranged in an over/under configuration. The weapon only holds three (yes, three) grenades compared to the Grenade Launcher, but grenades deal 20% more damage to buildings only and fly 25% faster, similar to the Direct Hit. However, grenades fired will shatter harmlessly unless hitting an enemy player or building, and have a 25% smaller explosion range on a direct hit. Its double-barreled model was originally due to its former capacity of only two grenades, much like the regular Grenade Launcher displaying six chambers rather than four, but this has been changed as of December 22, 2014.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Loch n' Load.jpg|thumb|none|350px|The Loch-n-Load]]&lt;br /&gt;
[[File:TF2 - Lochnload Ingame.jpg|thumb|none|500px|A Demoman carries the Loch-n-Load grenade launcher in the BLU spawn room on ctf_turbine. Note how the front sight is out of alignment with the mounting bracket; this is a bug that was caused by an update after the Loch-n-Load was released]]&lt;br /&gt;
&lt;br /&gt;
== Sticky Bomb Launcher ==&lt;br /&gt;
&lt;br /&gt;
The secondary weapon of the Demoman is a drum-fed grenade launcher known as the Sticky Bomb Launcher. It holds up to 8 sticky bombs at a time which stick to non-moving surfaces and are manually detonated by the player. The range of the weapon can be increased by holding down the fire button, making the bombs fly further when they're finally fired. The Demoman reloads this weapon by ratcheting a charging handle mounted on the left side above the trigger. Like the Scout's Scattergun, no new ammo is seen being loaded into the launcher during reloading. Like the Soldier's Rocket Launcher, the Demoman can 'sticky-jump' by jumping just as he detonates a sticky bomb under his feet. Two specialized versions of the Sticky Bomb Launcher are also available; the &amp;quot;Scottish Resistance&amp;quot;, which has a higher rate of fire, the ability to set more bombs, and the ability to detonate individual bombs by aiming at them (which can also destroy enemy sticky bombs) and the &amp;quot;Sticky Jumper&amp;quot; which fires sticky bombs that do no damage at all and are used solely for executing sticky jumps.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2StickyBombLauncher.jpg|thumb|none|400px|]]&lt;br /&gt;
[[Image:TF2StickyLauncher.JPG|thumb|none|500px|A Sticky Bomb Launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2ScotResist.JPG|thumb|none|500px|A Scottish Resistance in ''Team Fortress 2''. Note that the front sights seem to have been replaced with a laser pointer taped atop the muzzle, also the model itself is lower quality than the Sticky Bomb Launcher.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate ==&lt;br /&gt;
&lt;br /&gt;
Released alongside the Loch-n-Load, the &amp;quot;Ullapool Caber&amp;quot; is a Mann Co.-branded [[Model 24 Stielhandgranate]] with black tape around the grip. The Demoman does not throw it (as one would expect a Scot to throw a caber or a sober man to throw a grenade); he swings it as a melee weapon. The first hit with the Caber against an enemy or solid object causes it to detonate, propelling the Demoman into the air and leaving him with a weak melee weapon (if he survives the fall) until he respawns or resupplies.&lt;br /&gt;
&lt;br /&gt;
[[Image:24-43 grenade.jpg|thumb|none|350px|Model 24 Stielhandgranate High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:TF2-Ullapool Caber.jpg|thumb|none|300px|The Ullapool Caber]]&lt;br /&gt;
[[File:TF2 - Telefonmast Ingame.jpg|thumb|none|500px|The Demoman swings the Ullapool Caber.]]&lt;br /&gt;
&lt;br /&gt;
= Heavy =&lt;br /&gt;
&lt;br /&gt;
== Multi-Barrel Miniguns ==&lt;br /&gt;
&lt;br /&gt;
The Heavy's signature weapon is &amp;quot;Sasha,&amp;quot; a portable minigun based on a [[GE M134 Minigun]] with Dillon Aero flash suppressors and a white 200-round ammunition drum, in a configuration probably based on the feed system used by the [[M61 Vulcan]] mounted on the F/A-18. Heavy claims that she weighs 150 kilograms (roughly 330.75 pounds) and fires $200 custom-tooled cartridges at 10,000 RPM (in-game, she fires at 2,400 RPM). Heavy has to ready Sasha before she can fire; while her barrels spin, Heavy's movement speed is reduced to 47%.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Natascha&amp;quot; is an unlockable primary weapon for Heavy. Natascha has a black ammo drum and an external feed mechanism. Hits from Natascha reduce the target's movement speed, but she requires 30% more spin-up time and inflicts 25% less damage. As an additional upside, Natascha gives the Heavy 20% damage resistance when fully spun-up&lt;br /&gt;
&lt;br /&gt;
Winning against the Heavy in the crossover poker game ''Poker Night at the Inventory'' unlocks a Minigun called the &amp;quot;Iron Curtain.&amp;quot; Heavy claims he made it himself from Soviet iron and mahogany from Alexander II's favorite chair and it displays the hammer and sickle on the drum. The Iron Curtain is a cosmetic reskin of Sasha.&lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M61-FA-18.jpg|thumb|none|400px|M61 Vulcan in the mounting used by the F/A-18 Hornet - 20x102mm]]&lt;br /&gt;
[[Image:Minigun.png|thumb|none|400px|none|Sasha, a minigun.]]&lt;br /&gt;
[[File:TF2IronCurtain.jpg|thumb|none|400px|none|The Iron Curtain.]]&lt;br /&gt;
[[Image:Natascha.png|thumb|none|400px|none|Natascha, also a minigun.]]&lt;br /&gt;
[[File:TF2 - Minigun Trailer2.jpg|thumb|none|500px|none|The Heavy fires Sasha in ''Trailer 2''. This was before the game's release, showing that this particular weapon is one of the few that did not go through any more design changes.]]&lt;br /&gt;
[[File:TF2 - Minigun2 Ingame.jpg|thumb|none|500px|none|A burning Heavy fires Natascha on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Sascha Taunt Ingame.jpg|thumb|none|500px|none|Heavy loves his gun.]]&lt;br /&gt;
&lt;br /&gt;
== 1861 Gatling Gun == &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Brass Beast&amp;quot; is another unlockable primary weapon for the Heavy, based on an 1860's [[Gatling Gun]]. It appears to have a Broadwell drum modified with an ammo chain rather than gravity-feeding and is electric-powered instead of hand-cranked. It does 25% more damage than Sasha but requires 50% more spin-up time and reduces Heavy's movement speed 60%, making it more of a stationary defensive weapon. To complement this, it also gives the Heavy a 20% damage resistance buff when fully spun-up&lt;br /&gt;
&lt;br /&gt;
[[Image:Gatling_gun_1865.jpg|thumb|none|400px|An 1865 Gatling Gun - .45-70]]&lt;br /&gt;
[[Image:BrassBeast.jpg|thumb|none|400px|none|The Brass Beast]]&lt;br /&gt;
[[File:TF2 - BrassBeast Taunt Ingame.jpg|thumb|none|500px|none|Heavy also loves this gun. Note how the ammo chain and magazine clip through the Heavy's right arm.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
&lt;br /&gt;
An enlarged, highly-modified [[Thompson Submachine Gun#M1928/M1928A1 Thompson|M1928A1 Thompson]] called &amp;quot;Tomislav&amp;quot; is a purchased alternate primary weapon for the Heavy. All that remains of the base Tommy gun are its receiver, handguard, and barrel; the feed mechanism and trigger have been altered to resemble Sasha's two-hundred-round drum and chainsaw grip. The Tomislav has a 20% slower rate of fire but is readied 20% faster and has no spin-up sound, and has 20% less spread than the Minigun. It is the only weapon in the game depicted by default with a fitted sling.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Tomislav.jpg|thumb|none|400px|Tomislav]]&lt;br /&gt;
&lt;br /&gt;
= Engineer =&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 (Full length) == &lt;br /&gt;
&lt;br /&gt;
The Engineer's first unlockable primary weapon is a full-length Ithaca 37 with an engraved receiver and team-colored capacitor called &amp;quot;Frontier Justice.&amp;quot; Instead of regular critical hits, Frontier Justice earns two &amp;quot;Revenge Crits&amp;quot; for every Sentry kill and one for assists, to a maximum of thirty-five, awarded when the Sentry is destroyed. Despite having an extended magazine tube, it has half the magazine size of the regular shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Image:IthacaExtMagTub.jpg|thumb|none|400px|Ithaca 37 with extended magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:Frontierjustice.PNG|thumb|none|400px|The &amp;quot;Frontier Justice&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Ithaca37 Ingame.jpg|thumb|none|500px|An Engineer fires the &amp;quot;Frontier Justice&amp;quot; on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 mac Trailer.jpg|thumb|none|500px|The Engineer chambers a round in the Frontier Justice during the ''Mac Trailer'', which was released to announce the porting of numerous Valve Software games to the Apple OS.]]&lt;br /&gt;
&lt;br /&gt;
== SRM Arms Model 1208 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered ''[[Deus Ex: Human Revolution]]'' earned the &amp;quot;[[Deus_Ex:_Human_Revolution#SRM_Arms_Model_1208|Widowmaker]]&amp;quot; (itself based on the [[SRM Arms 1200 Series Shotguns|SRM Arms Model 1208]]) in Genuine quality as an alternate primary weapon for the Engineer. For other players, it can be obtained in Unique quality via the drop system, trading, or buying it in the in-game store. Each shot consumes thirty units of the Engineer's metal and returns one unit for every point of damage dealt. The sound effect for pumping the shotgun plays when the Widowmaker is drawn, despite it not requiring loading.&lt;br /&gt;
&lt;br /&gt;
[[File:SRM 1208.jpg|thumb|none|400px|SRM Arms Model 1208 - 12 Gauge]]&lt;br /&gt;
[[File:Widowmaker.jpg|thumb|none|400px|The Widowmaker]]&lt;br /&gt;
[[File:TF2Widowmaker1stPerson.jpg|thumb|none|400px|FPS view.]]&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun ==&lt;br /&gt;
&lt;br /&gt;
The Engineer's signature weapon is an automated Sentry Gun that can be upgraded with twin [[M134 Minigun]]s. The missile launcher on the level 3 sentry appears not to be based on any real model. An unlockable secondary weapon for the Engineer called the &amp;quot;Wrangler&amp;quot; is a remote control that allows him to take manual control of his Sentry Gun to engage enemies outside the Sentry's normal detection range.&lt;br /&gt;
&lt;br /&gt;
[[File:M134.JPG|thumb|none|400px|none|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[Image:Sentry_gun.jpg|500px|thumb|none|At level 2, the Sentry Gun acquires a pair of miniguns.]]&lt;br /&gt;
[[File:TF2 - SentryLevel3 Minigun MeetTheSpy.jpg|thumb|none|500px|none|A level 3 Sentry as seen in ''Meet the Spy''. Were this an actual game, the Sentry would have detected the Spy in the background and opened fire.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper =&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's secondary weapon is a submachine gun called &amp;quot;SMG.&amp;quot; It combines the general shape and distinctive front sight of a [[MAT-49]] with the rear sight, magazine, and bolt of an [[M1A1 Thompson]]. It deals very low damage and has average accuracy, but its very rapid fire can pile on damage quickly if aimed well. It has a twenty-five-round magazine and the Sniper carries three more. Like the other Support and Defense classes, the Sniper isn't meant to go into the front lines with this weapon, but rather be able to defend himself during medium-range combat when there isn't enough time to snipe an incoming enemy.&lt;br /&gt;
&lt;br /&gt;
[[Image:MAT-49.jpg|thumb|none|400px|MAT-49 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with thirty-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:Sniper_SMG.jpg|thumb|500px|none|The Sniper's SMG]]&lt;br /&gt;
[[File:TF2 - SMG Trailer1.jpg|thumb|500px|none|The Scout holds the SMG in ''Trailer 1''. It was originally meant as his primary weapon, but was later switched to the Sniper's secondary weapon.]]&lt;br /&gt;
[[File:TF2 - SMG Ingame.jpg|thumb|500px|none|The SMG in-game.]]&lt;br /&gt;
[[File:TF2 - SMG 3rdP Ingame.jpg|thumb|500px|none|A Sniper wields the SMG on pl_hoodoo_final.]]&lt;br /&gt;
&lt;br /&gt;
== Kimel AP-9 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Cleaner's Carbine&amp;quot; is a submachine gun bearing resemblance to the [[Kimel AP-9]] with a silencer, side-folding wire-frame stock, left-hand ejection port, wood grips, and top-mounted charging handle as seen on the [[Uzi]]. It holds five fewer rounds and fires 35% slower than the standard SMG and cannot deliver random critical hits, but all the Sniper's weapons will deliver mini-crits for eight seconds after he kills an enemy with this weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:AP9Mini.jpg|thumb|none|300px|Kimel AP-9 9x19mm]]&lt;br /&gt;
[[File:TF2CleanersCarbine1stPerson.jpg|thumb|none|300px|The Cleaner's Carbine in 1st person view.]]&lt;br /&gt;
[[File:TF2CleanersCarbinePromoImage.jpg|thumb|none|300px|Promo image of the Cleaner's Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 Sniper Rifle ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's primary weapon is a &amp;quot;Sniper Rifle&amp;quot; based on the [[Remington 700]] with a visible laser sight and cartoonishly large scope (which looks similar to the AN/PVS-2 Starlight scope but without the night-vision abilities). It only holds one round at a time; the Sniper manually loads a new round every time he opens the bolt. Targeting through the scope will charge the projectile and make it hit harder when fired. After 3.3 seconds, the zoom acquires max charge, enough to take out lower-health classes with a body shot and kill with one headshot even an overhealed Heavy. The rifle can be fired without looking through the scope, but it only inflicts minimum damage and cannot deal headshots. This is the only hitscan weapon in the game (not counting sentries or critical hits) that has no damage falloff (reduced damage over long range).&lt;br /&gt;
&lt;br /&gt;
A bolt-action air rifle based on the default Sniper Rifle called the &amp;quot;Sydney Sleeper&amp;quot; is a purchased alternate primary weapon for the Sniper. It acquires a full charge after 2.8 seconds of zoom, and any enemy target hit when scoped will receive Jarate as well as damage, with the Jarate's duration depending on its charge. The Sydney Sleeper cannot inflict critical hits or headshots.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|400px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Sniper_Rifle.jpg|thumb|none|500px|&amp;quot;Sniper Rifle&amp;quot; in ''Team Fortress 2''. The visible laser sight will give away your intentions to attentive opponents.]]&lt;br /&gt;
[[Image:M40SniperRifle.jpg|thumb|none|500px|The Sniper Rifle in-game.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper.jpg|thumb|none|500px|The Sniper is about to realize that his target's ally has spotted him in ''Meet the Sniper''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Trailer2.jpg|thumb|none|500px|The Sniper aims his Sniper Rifle in ''Trailer 2''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Ingame.jpg|thumb|none|500px|A RED Sniper aims his Sniper Rifle on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
==Jezail Musket==&lt;br /&gt;
A centerfire-converted [[Jezail musket]] with an underbarrel laser pointer and magnifying glass scope called the &amp;quot;Bazaar Bargain&amp;quot; is a purchased or crafted alternate primary weapon for the Sniper. It takes 50% longer to charge while zoomed, but every headshot kill decreases the charge by 25% to a maximum of six headshots. A shot to the body while scoped reduces the count by one. Due to a bug, spent casings are ejected from the center of the screen, appearing out of thin air.&lt;br /&gt;
&lt;br /&gt;
[[Image:jezail1.jpg|thumb|none|500px|Jezail musket]]&lt;br /&gt;
[[Image:Bazaar Bargain 1st person.jpg|thumb|none|300px|First person view of the Bazaar Bargain]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
A suppressed [[Walther WA 2000]] known as the &amp;quot;Hitman's Heatmaker&amp;quot; was added in the Pyromania Update. The weapon builds up a &amp;quot;Focus&amp;quot; meter on kills and assists and, once full, charges 25% faster, fires tracer rounds and allows the player to stay scoped after firing. However, it deals 20% less damage on a bodyshot. The weapon also decapitates targets killed with a headshot. &lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker.jpg|thumb|none|300px|The Hitman's Heatmaker.]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker1stPerson.jpg|thumb|none|300px|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
Introduced as a promotional item for pre-orders of ''[[Counter-Strike: Global Offensive]]'', the &amp;quot;AWPer Hand&amp;quot; is a cosmetic reskin of the Sniper Rifle as an [[Accuracy International Arctic Warfare]] fitted with a folded Harris bipod. Its item description references the AW's notoriety in the ''Counter-Strike'' community.&lt;br /&gt;
[[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TF2AWPerHand1stPerson.jpg|thumb|none|300px|The AWPer Hand in first person.]]&lt;br /&gt;
[[File:TF2AWPerHandSniper.jpg|thumb|none|300px|Sniper holds the AWPer Hand in a promotional picture.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
Introduced as part of the Love and War Update, the &amp;quot;Classic&amp;quot; is a sniper rifle made to resemble a long-barreled [[Heckler &amp;amp; Koch G36]] with an olive-drab handguard, stock, and lower receiver. As per all the Sniper's rifles in the game, the Classic is fitted with a laser pointer, the team-colored beam emitting from the top part of the ZF 3x4° dual sight system when the weapon has a fully-charged shot ready to fire. Unlike the Sniper's other rifles, the Classic can be charged and can deal head shots without having to look through the scope (though the Sniper will move slower as if scoped in), and the Sniper can also fire multiple shots while staying scoped-in. Enemies killed by a charged shot from this weapon will be gibbed and leave a brief cloud of red mist where they were killed. The Classic is a throwback to the Sniper Rifle from ''Team Fortress Classic'', which operated with almost identical mechanics and also heavily resembled a G36.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 5.56x45mm]]&lt;br /&gt;
[[Image:TF2G36.JPG|thumb|none|500px|The &amp;quot;Classic&amp;quot; in ''Team Fortress 2''. Note that it has a RIS rail instead of a charging handle.]]&lt;br /&gt;
&lt;br /&gt;
= Spy =&lt;br /&gt;
&lt;br /&gt;
== Colt Python ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Revolver&amp;quot; is a [[Colt Python]] with a six-inch barrel and ivory grips, the Spy's primary weapon. It is fairly strong and has better-than-average range. The Revolver is strong enough at close range to take out the lower-health classes with two or three well-aimed shots. However, its purpose is to have something to fall back on in case of trouble, rather than for attacking.&lt;br /&gt;
 &lt;br /&gt;
[[File:ColtPython&amp;amp;IvoryGrips.jpg|thumb|none|400px|Colt Python with 6&amp;quot; barrel &amp;amp; Ivory Grips- .357 Magnum]]&lt;br /&gt;
[[Image:Spy_Revolver.jpg|thumb|none|400px|The Revolver in Team Fortress 2.]]&lt;br /&gt;
[[Image:Python2.jpg|thumb|none|500px|The Colt Python carried by the Spy while taunting]]&lt;br /&gt;
[[File:TF2 - Revolver Ingame.jpg|thumb|none|500px|A Spy holds his Revolver on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Dan Wesson PPC .357 ==&lt;br /&gt;
&lt;br /&gt;
The Spy's unlockable &amp;quot;Ambassador&amp;quot; is a [[Dan Wesson revolvers#Dan Wesson PPC|Dan Wesson PPC .357]] revolver heavily customized with rosewood grips and engravings on the barrel depicting the Scout's mother. It deals 15% less damage than the Revolver, only inflicts critical hits on headshots, and has a short period of severe inaccuracy right after each shot. The Ambassador is otherwise almost as accurate as the Sniper Rifle. The Russian &amp;quot;Sniper vs. Spy&amp;quot; page claims that the Ambassador is chambered in .50 caliber.&lt;br /&gt;
&lt;br /&gt;
The Ambassador is missing three things essential to real-life operation (L'Etranger shares these oddities):&lt;br /&gt;
&lt;br /&gt;
* The rear of the barrel is blocked (noticeable during the reload animation) as if it was a deactivated gun. &lt;br /&gt;
*The crane and the ejector rod do not follow the cylinder when it swings out, leaving the cylinder hovering in midair.&lt;br /&gt;
*No bullets are ejected or loaded during its reload; the cylinder is simply opened and then closed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dan Wesson PPC-2.jpg|thumb|none|400px|Dan Wesson PPC Stainless Steel - .357 Magnum]]&lt;br /&gt;
[[Image:Ambassador.png|thumb|400px|none|The Ambassador. Note the odd single-action trigger on a double-action revolver and lack of cylinder latch.]]&lt;br /&gt;
[[image:TF2REVOLVER2.jpg|thumb|none|500px|The Ambassador in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Detective Special ==&lt;br /&gt;
&lt;br /&gt;
The Spy's crafted or purchased &amp;quot;Enforcer&amp;quot; alternate pistol is a stainless [[Colt Detective Special]] with pearl grips. It inflicts 20% more damage than the Revolver but fires 20% slower than the Revolver and does not deal random critical hits. The damage bonus doesn't take effect however unless the player is disguised when they fire the shot (though firing while disguised will drop the disguise).&lt;br /&gt;
&lt;br /&gt;
The Enforcer's hammer and cylinder do not move when firing. When reloading, the bullets appear to float into the cylinder. The weapon also lacks a solid top above the cylinder.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtNickelDS.jpg|thumb|none|300px|Colt Detective Special .38 Special with stainless finish and pearl grips]]&lt;br /&gt;
[[Image:TF2-The Enforcer.jpg|thumb|none|300px|The Enforcer]]&lt;br /&gt;
[[File:TF2 - Enforcer Ingame.jpg|thumb|none|500px|The Enforcer in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Nagant M1895 ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;L'Etranger,&amp;quot; a silver [[Nagant M1895]] revolver with custom engraved ivory grips and an extended barrel, was added during the &amp;quot;Mann-conomy&amp;quot; (Polycount) Update as a new Spy weapon. [http://steamcommunity.com/id/chemicalalia Shaylyn &amp;quot;Chemical Alia&amp;quot; Hamm] created it for the Polycount Pack contest. It restores 15% of the user's cloak charge on hit, but does 20% less damage. It also extends the cloak duration of any Spy watch by 40%.&lt;br /&gt;
&lt;br /&gt;
L'Etranger, unlike the Nagant, loads from a six-round cylinder that flips open for reloading.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo)]]&lt;br /&gt;
[[Image:TF2Nagant.jpg|thumb|none|400px|L'Etranger as seen in the previews]]&lt;br /&gt;
[[File:TF2 - Letranger Ingame.jpg|thumb|none|500px|L'Etranger in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered or bought ''Sam &amp;amp; Max: The Devil's Playhouse'' within the first week of its release earned Sam's signature sidearm, the &amp;quot;Big Kill,&amp;quot; as a replacement primary weapon for the Spy. It is a reskinned Ambassador with the same stats as the Revolver and the same animation bugs as the Ambassador. The gun is based on a [[Smith &amp;amp; Wesson Model 29]], though it is much smaller than its ''Sam &amp;amp; Max'' counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 revolver with 8 3/8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:Weapon thebigkill.png|thumb|400px|none|Sam's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2BigKill1stPerson.jpg|thumb|400px|none|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MCM==&lt;br /&gt;
&lt;br /&gt;
The first ''Team Fortress 2'' trailer showed the Spy wielding a stainless [[Baikal MCM]] &amp;quot;Tranquilizer Gun.&amp;quot; It was replaced with the Revolver by the game's release. The model, though not usable, remains in the game's files.&lt;br /&gt;
&lt;br /&gt;
[[Image:MCM.jpg|thumb|none|400px|Baikal MCM with magazine removed - .22 LR.]]&lt;br /&gt;
[[File:TF2 - Baikal Trailer1.jpg|thumb|none|500px|The Spy holds his Tranquilizer Gun in ''Trailer 1''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==American Derringer Model 1==&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Expiration Date&amp;quot; animation released to promote the Love and War Update, Miss Pauling can be seen wielding a double-barreled derringer that resembles an [[American Derringer Model 1]], albeit scaled up to the size of a normal handgun. This is thus far the only weapon that has appeared in an official animation that is not playable in the game in any form.&lt;br /&gt;
&lt;br /&gt;
[[Image:American Derringer Stainless Steel M-1.jpg|thumb|none|400px|American Derringer Model 1 .45 Long Colt]]&lt;br /&gt;
[[Image:TF2PaulingDerringer.JPG|thumb|none|500px|Miss Pauling with her derringer drawn in the &amp;quot;Expiration Date&amp;quot; animation]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_1&amp;diff=1106040</id>
		<title>Battlefield 1</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_1&amp;diff=1106040"/>
		<updated>2017-05-13T14:43:22Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Huot Automatic Rifle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield 1&lt;br /&gt;
|picture=Battlefield1.jpg&lt;br /&gt;
|caption=''PC Boxart''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date= October 21, 2016&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;XBOX One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 1''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts, and the latest installment in the popular ''[[Battlefield]]'' series. It is set in a fictionalized version of the First World War, with players taking on the role of soldiers in the trenches or controlling vehicles from tanks and early fighter planes to armored trains and Zeppelins.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The game's class system is altered somewhat from previous incarnations. The Assault class is close to the anti-tank classes of previous games, using heavy anti-vehicle weapons and submachine guns or shotguns, the Medic class are general-purpose combatants with automatic or semi-automatic rifles, the Support class use machine guns, and the Scout class use sniper rifles. There are also new vehicle-using &amp;quot;Tanker&amp;quot; and &amp;quot;Pilot&amp;quot; classes, both using pistol-carbines and the former having a repair tool; these appear to be automatically assigned if the player chooses to spawn directly inside a vehicle.&lt;br /&gt;
&lt;br /&gt;
''Battlefield 1'' has changed the way weapons work in the form of certain attachments. Each weapon has a set number of variants with pre-allocated attachments instead of allowing the player to customize their attachment loadout. The only attachments that can be customized by the player are Ironsights, Bayonets, Magnification range and in the case of automatic weapons adjusting the direction of recoil control. Below is a list of common names referring to each variant.&lt;br /&gt;
&lt;br /&gt;
* Factory - Describes the weapon being light weight having fast movement speeds and ADS times. No Attachments installed. &lt;br /&gt;
&lt;br /&gt;
* Trench - Refers to the weapon having improved hip fire or close range abilities. Typically equipped with a foregrip or some unique cases such as the Winchester 1895, a caliber change. &lt;br /&gt;
&lt;br /&gt;
* Storm - Refers to the weapon having improved ADS Accuracy even when moving. Formerly called &amp;quot;Light Infantry&amp;quot; in the Alpha and Open Beta versions. &lt;br /&gt;
&lt;br /&gt;
* Optical - Attaches an experimental optical &amp;quot;Dot&amp;quot; sight for greater ADS accuracy. In some weapons such as those in the Assault class, it adds both the sight and a foregrip. &lt;br /&gt;
&lt;br /&gt;
* Marksman - Attaches a medium range optical sight with a magnification range between 2.5x and 5x as well as bipod. &lt;br /&gt;
&lt;br /&gt;
* Sniper - Equipped with a long range optical sight with magnification ranges between 5x and 10x as well as a bipod for stabilised accuracy. The Mondragon rifle is the only medic rifle to support this variant, only the Scout class has the variant otherwise. &lt;br /&gt;
&lt;br /&gt;
* Backbored - Applies to Shotguns, refers to the weapon using low-recoil buckshot allowing for less recoil but faster damage drop off. &lt;br /&gt;
&lt;br /&gt;
* Hunter - Applies to Shotguns, attaches a choke tightening shot spread for greater range. &lt;br /&gt;
&lt;br /&gt;
* Slug - Only applies to the Model 10-A, equipped with Slugs and a Magnified Dot Sight. Formerly called the &amp;quot;Heavy&amp;quot; variant in the Open Beta. &lt;br /&gt;
&lt;br /&gt;
* Extended - Extends the weapons magazine, only the Browning Auto-5 and Remington Model 8 have this variant prefix. &lt;br /&gt;
&lt;br /&gt;
* Low Weight - Applies to Machine Guns, identical to the &amp;quot;Factory&amp;quot; variant having no attachments but improved movement speed and ADS times. &lt;br /&gt;
&lt;br /&gt;
* Telescopic - Applies to Machine Guns, Equipped with a bipod and a medium range optical sight with a magnification range between 2.5x and 5x. &lt;br /&gt;
&lt;br /&gt;
* Suppressive - Applies to Machine Guns, extends the weapons magazine capacity, adds a bipod and attaches an optical sight. &lt;br /&gt;
&lt;br /&gt;
* Infantry - Applies to Scout weapons, removes optical sights in place of standard ironsights, considered identical to the &amp;quot;Factory&amp;quot; prefix. &lt;br /&gt;
&lt;br /&gt;
* Carbine - Applies to Scout Weapons, removes the medium or long range telescopic sight in place of a short range &amp;quot;Dot&amp;quot; sight with increased movement, ADS times and slightly better hip fire accuracy. &lt;br /&gt;
&lt;br /&gt;
* Sweeper - Only available to the Winchester 1907 and the M97 Trench Gun. In case of the 1907 it adds a foregrip and select fire functionality improving hip fire and close range effectiveness while the M97 shotgun adds a duckbill choke for greater shot dispersion. &lt;br /&gt;
&lt;br /&gt;
* Experimental - Applies only to the MP18 and Springfield 1903. MP18 Experimental locks the weapon to a three round burst, having greater long range accuracy. The Springfield 1903 Experimental attaches the Pedersen device.&lt;br /&gt;
&lt;br /&gt;
In addition, taking a page from ''[[Battlefield Hardline]]'', each of the classes have their own class-exclusive sidearms.  However, there are also a small handful of all-class sidearms available.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Beretta M1915==&lt;br /&gt;
The [[Beretta M1915]] is available as one of the Support class's sidearms as the &amp;quot;Modello 1915.&amp;quot; Able to kill in 4 shots at short distances, it offers a decent sized magazine at 8 rounds plus one chambered and a fast rate of fire for the pistol class. &lt;br /&gt;
[[File:Beretta M1915.jpg|thumb|none|300px|Beretta M1915 - .32 ACP]]&lt;br /&gt;
[[Image:BF1-ber15_1.jpg|thumb|600px|none|British soldier holds the Beretta 1915.]]&lt;br /&gt;
[[Image:BF1-ber15_2.jpg|thumb|600px|none|Aiming the pistol.]]&lt;br /&gt;
[[Image:BF1-ber15_3.jpg|thumb|600px|none|Reloading, note the unusual sight of trigger discipline in World War I. Also note that the slide is locked back, which is impossible as the M1915 has no mechanism to lock the slide back besides a magazine cut out. ]]&lt;br /&gt;
&lt;br /&gt;
==Borchardt C-93==&lt;br /&gt;
The [[Borchardt C-93]] is an available pistol that can be utilised by all classes once unlocked by getting to Rank 10 with the Support Class. It inflicts similar damage to some of the faster firing pistols at 4 shots within close range but is hampered by a somewhat average rate of fire. It does however possess one of the best hip fire ratings of all the pistols. &lt;br /&gt;
[[Image:borchardtc93.jpg|thumb|400px|none|Borchardt C-93 - 7.65x25mm Borchardt]]&lt;br /&gt;
[[Image:BF1 Gamescom Trailer C93.jpg|thumb|600px|none|A German soldier holds the Borchardt.]]&lt;br /&gt;
[[Image:BF1_ C93_2.jpg|thumb|600px|none|Aiming the Borchardt.]]&lt;br /&gt;
[[Image:BF1_ C93_3.jpg|thumb|600px|none|Reloadng.]]&lt;br /&gt;
[[Image:BF1_ C93_4.jpg|thumb|600px|none|Chambering the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1903 Hammerless==&lt;br /&gt;
A [[Colt 1903 Hammerless]] is available for the Assault class. It is the fastest firing pistol in the Assault Class at 450 RPM but is also relatively weak, killing in about 4 shots at close range. &lt;br /&gt;
[[Image:ColtM1903HammerlessWoodGrips.jpg|thumb|300px|none|Colt 1903 Hammerless with Colt Wood Grips - .32 ACP]]&lt;br /&gt;
[[File:BF1_colt1903_1.jpg|thumb|none|600px|An Assault Gunner holds the Colt.]]&lt;br /&gt;
[[File:BF1_colt1903_2.jpg|thumb|none|600px|Aiming the Colt.]]&lt;br /&gt;
[[File:BF1_colt1903_3.jpg|thumb|none|600px|Reloading. Note the inaccurate locked back slide despite the empty magazine being removed and replaced. '''However, as of the February 2017 patch, the animation was updated to properly depict the slide as remaining in battery after the last shot is fired.''']]&lt;br /&gt;
[[File:BF1Colt1903reload.jpg|thumb|none|600px|Powerstroking the slide of the Hammerless, similar to the M1911.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911/A1==&lt;br /&gt;
The &amp;quot;M1911&amp;quot; in the game is a hybrid with features of both the [[M1911]] and [[M1911A1]], the latter being anachronistic since the M1911A1 was not standardised until 1926. It has a long M1911-style trigger and hammer spur and a short grip safety spur, but an A1-style frame cutout behind the trigger, no diamond markings on the grip, and a curved mainspring housing. The M1911 is the default starting pistol and is able to kill a target within 3 shots at close range with a moderate rate of fire and reload time, however its weapon spread and recoil are more severe than other pistols. &lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|none|300px|Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|300px|none|Pre-War Colt M1911A1 Pistol - Commercial Model known as the &amp;quot;Colt Government Model&amp;quot; - .45 ACP. This has a deep Colt factory blued finish, common for commercial variants before and after the war.]]&lt;br /&gt;
[[File:BF1_M1911_hellfighter.jpg|thumb|none|600px|The Colt M1911 Hellfighter ingame.]]&lt;br /&gt;
[[File:BF1 M1911 Idle.jpg|thumb|none|600px|A M1911 with a two-toned finish, an in-game skin for the M1911 called &amp;quot;The Incarcerator,&amp;quot; rewarded to players who completed an M1911-specific community mission in Battlefield 4 and Battlefield Hardline before October 17th, 2016.]]&lt;br /&gt;
[[File:BF1 M1911 ADS.jpg|thumb|none|600px|ADS.]]&lt;br /&gt;
[[File:BF1 M1911 mid-reload.jpg|thumb|none|600px|Mid-reload.]]&lt;br /&gt;
[[File:M1911 empty reload.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:BF1M1911reload.jpg|thumb|none|600px|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911/A1 &amp;quot;Extended&amp;quot;===&lt;br /&gt;
The &amp;quot;M1911 Extended&amp;quot; is a pistol-carbine variant of the [[Colt M1911]], uses by Tankers and Pilots. It's semi-automatic, has a 15 round magazine, and is fitted with a wire-frame stock and Thompson-style foregrip (the same foregrip featured on Trench-variant weapons in the game). In a notable (but acknowledged by the devs) animation error, the weapon is animated as a double action only pistol (the hammer even cycles) and the slide does not lock open when empty, being fully cycled by the player on an empty reload; it's fantastic animation work, just not for an M1911.&lt;br /&gt;
[[File:1911machinepistol.jpg|thumb|none|400px|Colt M1911A1 Machine Pistol factory full-auto conversion - .38 Super. Somewhat similar to the one in game.]]&lt;br /&gt;
&lt;br /&gt;
==FN M1903==&lt;br /&gt;
The [[FN Browning 1903|FN M1903]] is available by default alongside the M1911 and P08. Called the &amp;quot;Mle. 1903&amp;quot; in-game it offers a balance between the two other default sidearms by being faster than the M1911 and P08 but offering less damage as a result.&lt;br /&gt;
[[Image:Browning_1903.jpg|thumb|300px|none|FN Browning Model 1903 - 9x20mm Browning Long]]&lt;br /&gt;
[[File:BF1 Browning 1903 idle.jpg|thumb|none|600px|The FN 1903 ingame.]]&lt;br /&gt;
[[File:BF1 Browning 1903 ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
[[File:BF1 Browning 1903 empty reload.jpg|thumb|none|600px|An empty reload; note the incorrect locked open slide despite the empty mag being removed before.]]&lt;br /&gt;
[[File:BF1 Browning 1903 mid-reload.jpg|thumb|none|600px|The weapon during a mid-magazine reload.]]&lt;br /&gt;
&lt;br /&gt;
===Mle. 1903 Extended=== &lt;br /&gt;
The &amp;quot;They Shall Not Pass&amp;quot; DLC adds the &amp;quot;Mle. 1903 Extended&amp;quot; for the Pilot and Tanker classes, with a stock and 10-round magazine.&lt;br /&gt;
[[Image:Browning_1903_stock.jpg|thumb|350px|none|FN Browning Model 1903 with shoulder stock holster - 9x20mm Browning Long]]&lt;br /&gt;
[[File:BF1 Browning 1903ex idle.jpg|thumb|none|600px|The FN 1903 Extended ingame.]]&lt;br /&gt;
[[File:BF1 Browning 1903ex ADS.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1 Browning 1903ex re.jpg|thumb|none|600px|Reloading. Note the stock.]]&lt;br /&gt;
&lt;br /&gt;
==Frommer Stop==&lt;br /&gt;
The [[Frommer Stop]] is available for the Scout Class. It is yet again another fast firing pistol at 450 RPM but is offset with low damage at 4 shots at close range. Unlike other 4 shot, high ROF pistols it only holds 7 rounds plus one chambered instead of the usual 8 plus 1. &lt;br /&gt;
[[File:Frommer-Stop-Rightside.jpg|thumb|none|300px|Frommer Stop - .380 ACP]]&lt;br /&gt;
[[File:BF1_frommer1.jpg|thumb|none|600px|German soldier holds the Frommer Stop.]]&lt;br /&gt;
[[File:BF1_frommer2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1_frommer3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Frommer Stop Machine Pistol===&lt;br /&gt;
The fully-automatic lengthened-barreled variant of the [[Frommer Stop]] is available to the Pilot and Tanker classes as the &amp;quot;Frommer Stop Auto&amp;quot;. In-game it erroneously holds 14 rounds plus one in the chamber, whereas the real extended magazine of this variant held 15 rounds.&lt;br /&gt;
[[File:Frommerstopautomaticmp.jpg|thumb|none|400px|Frommer Stop Machine Pistol - .380 ACP]]&lt;br /&gt;
[[File:BF1_frommerau1.jpg|thumb|none|600px|An American Tanker holds the pistol.]]&lt;br /&gt;
[[File:BF1_frommerau2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1_frommerau3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Kolibri Pistol==&lt;br /&gt;
The tiny [[Kolibri Pistol|Kolibri 2.7mm Pistol]] is the weakest and smallest pistol in the game, unlocked by getting to Rank 10 with the Scout Class. The weapon seems to have been included primarily as a joke similar to the old ability to kill someone by hitting them in the head with a stun grenade; its damage output at point-blank range is only 5 per shot, and it can only reach levels comparable to other pistols when aiming for the head. Even then, it only deals 25 damage - respectable, but not for a point-blank headshot.&lt;br /&gt;
[[Image:Kolibri.jpg|thumb|none|325px|2mm Kolibri pistol with a penny for scale - 2.7x9mm Kolibri]]&lt;br /&gt;
[[File:BF1_koli.jpg|thumb|none|600px|A scout draws the Kolibri.]]&lt;br /&gt;
[[File:BF1_koli1.jpg|thumb|none|600px|Holding the pistol.]]&lt;br /&gt;
[[File:BF1_koli2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_koli3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Lancaster Howdah Pistol==&lt;br /&gt;
A Lancaster 4-barreled [[Howdah Pistol]] chambered in .476 CF is available to the Assault Class. It is a 2 shot kill at close range, but damage drops off sharply at longer distances; in comparison to the Gasser it offers a faster rate of fire (257 RPM compared to the 180 RPM of the Gasser) and a much faster reload speed as the soldier character inserts two rounds at a time when reloading. &lt;br /&gt;
&lt;br /&gt;
For 100% completion of the campaign &amp;quot;The Runner&amp;quot; the player will be awarded &amp;quot;Frontiersman&amp;quot;, a skin for the Howdah Pistol that is usable in Multiplayer.&lt;br /&gt;
[[Image:Lancasterone.jpg|thumb|none|350px|Lancaster 4-barrelled Howdah Pistol - .476 CF]]&lt;br /&gt;
[[File:BF1_howdah1.jpg|thumb|none|600px|A German soldier holds the pistol.]]&lt;br /&gt;
[[File:BF1_howdah2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1_howdah3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Frontiersman.jpg|thumb|none|600px|&amp;quot;Frontiersman&amp;quot; skin granted for 100% completion of &amp;quot;The Runner&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Luger LP08 &amp;quot;Artillery&amp;quot;==&lt;br /&gt;
A [[Luger P08|Luger LP08 &amp;quot;Artillery&amp;quot;]] with buttstock and ''Trommelmagazin 08'' snail drum magazine can be seen on the art. In-game, it is an available weapon for the Tanker and Pilot classes. Despite the increased barrel length it only inflicts marginally more damage at range than the standard Luger P08. In the final version, however, it also received a long barrel with foregrip, from the carbine variant.&lt;br /&gt;
[[File:Luger-P08ArtilleryWDrum.jpg|thumb|none|350px|Luger LP08 &amp;quot;Artillery&amp;quot; model with the rare 32-round ''Trommelmagazin 08'' snail drum magazine compatible with the [[Bergmann MP18]] submachine gun - 9x19mm]]&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|A rare Luger carbine - 9x19mm]]&lt;br /&gt;
[[File:BF1 LP08 Art.jpg|thumb|none|600px|A German soldier on the right holding the Luger LP08 &amp;quot;Artillery&amp;quot; model pistol.]]&lt;br /&gt;
[[File:BF1 LP08 Art_1.jpg|thumb|none|600px|A British pilot holds the Luger Artillery.]]&lt;br /&gt;
[[File:BF1 LP08 Art_2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1 LP08 Art_3.jpg|thumb|none|600px|Reloading a ''Trommelmagazin 08''. Note the foregrip from the carbine variant.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] pistol appears as a sidearm. A heavily engraved Luger P08 appears in the '''Red Baron Pack''', which is included in the '''''Early Enlister Deluxe Edition'''''. It is a 4 shot kill at close range with a moderatly fast rate of fire and good hip fire accuracy. It holds 8 rounds plus one chambered. &lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:BF1 Weapons P08.jpg|thumb|none|600px|A German pilot with a Luger P08.]]&lt;br /&gt;
[[File:BF1 Weapons P08 aim.jpg|thumb|none|600px|Aiming the Luger.]]&lt;br /&gt;
[[File:BF1 Weapons P08 reloading.jpg|thumb|none|600px|The Luger P08 being reloaded.]]&lt;br /&gt;
[[File:BF1-Early-Enlister.jpg|thumb|none|600px|Note that the second &amp;quot;Behemoth&amp;quot; is the [http://en.wikipedia.org/wiki/HMS_Iron_Duke_(1912) HMS ''Iron Duke''] or a ship of the same class, while the third is the WW1-era Russian / Soviet &amp;quot;rail cruiser&amp;quot; ''[http://warisboring.com/a-remarkable-armored-train-fought-its-way-across-eurasia-db3e3180b50c Zaamurets]'', later known as ''Polipanovtsi'', ''BP-4'', ''Lenin'', ''Orlik'' and ''Train No. 105''. This train served on both sides during the Russian Civil War and undertook a remarkable journey across the world, ultimately ending up in the hands of the Japanese military after being seized from Chinese forces in Manchuria.]]&lt;br /&gt;
&lt;br /&gt;
==Mars Automatic Pistol==&lt;br /&gt;
The [[Mars Automatic Pistol]] is available for the Scout class. It appears to have a 10-round magazine, suggesting it could be chambered for 8.5mm or 9mm Mars. It has high stopping however the Gasser Revolver is the most powerful in terms of raw damage, the Mars sports decent hip fire accuracy but has high recoil and a below average rate of fire. &lt;br /&gt;
[[Image:Mars01.jpg|thumb|none|350px|Mars Automatic Pistol - 8.5x26mm Mars / 9x26mm Mars / .45 Mars]]&lt;br /&gt;
[[File:BF1_mars_1.jpg|thumb|none|600px|A British sniper holds the Mars Pistol.]]&lt;br /&gt;
[[File:BF1_mars_2.jpg|thumb|none|600px|Aiming the Mars.]]&lt;br /&gt;
[[File:BF1_mars_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
A [[Mauser C96]] is available as one of the Medic class's sidearms. It is relatively weak at a 4 shot kill at close range but can be fired relatively quickly. A known reload bug plays when using the weapon as it will sometimes load rounds one at a time when completely empty instead of loading a stripper clip while other times the weapon will be reloaded with 21 rounds, 11 more rounds than what the weapon can possibly hold. A version of the weapon available only to the DICE developers is the &amp;quot;Export&amp;quot; variant.&lt;br /&gt;
&lt;br /&gt;
For 100% completion of the campaign &amp;quot;Through Mud and Blood&amp;quot; the player will be awarded &amp;quot;His Lordship&amp;quot;, a skin for the Mauser C96 that is usable in Multiplayer. &lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|300px|Pre-war Mauser C96 &amp;quot;Broomhandle&amp;quot; Commercial Version - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:BF1 C96 Idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:BF1 C96 ADS.jpg|thumb|none|600px|Aiming Down sights]]&lt;br /&gt;
[[File:BF1 C96 recoil.jpg|thumb|none|600px|Mid-recoil. Note the spent casing ejecting from the gun]]&lt;br /&gt;
[[File:C96 empty reload.jpg|thumb|none|600px|Empty reload]]&lt;br /&gt;
[[File:BF1 C96 mid-reload.jpg|thumb|none|600px|Mid-reload, loading one round at a time.]]&lt;br /&gt;
[[File:His Lordship.jpg|thumb|none|600px|&amp;quot;His Lordship&amp;quot; skin granted for 100% completion of &amp;quot;Through Mud and Blood&amp;quot;.]]&lt;br /&gt;
[[FIle:BF1 C96suppressor.jpg|thumb|none|600px|Anzac runner Frederick Bishop overlooks the Dardanelles with a Maxim Silencer-equipped C96. It is also modeled with the C96 Carbine's 20-round magazine, but appears to only load 10.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Carbine==&lt;br /&gt;
A carbine [[Mauser C96]] is the main weapon for the Pilot and Tanker classes where it is the default primary weapon. Oddly, the weapon has a 20-round fixed magazine; while these did exist, they weren't ever recorded as being put into carbines. Despite being a Carbine it inflicts identical damage to the regular C96 at 4 shots and only has a slightly higher muzzle velocity. &lt;br /&gt;
[[File:C96carbine.jpg|thumb|none|500px|Mauser C96 Carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:BF1 C96Carbine menu.jpg|thumb|none|600px|Mauser C96 Carbine in the customize menu.]]&lt;br /&gt;
[[File:BF1 C96Carbine1.jpg|thumb|none|600px|A German pilot holds the Mauser C96 Carbine.]]&lt;br /&gt;
[[File:BF1 C96Carbine2.jpg|thumb|none|600px|Aiming the pistol carbine.]]&lt;br /&gt;
[[File:BF1 C96Carbine3.jpg|thumb|none|600px|Reloading a 10 stripper clip.]]&lt;br /&gt;
[[FIle:BF1 C96Carbinescope.jpg|thumb|none|600px|Zara holds a unique scoped Mauser C96 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Pocket Pistol 1914==&lt;br /&gt;
The [[1914 Mauser Pocket Pistol]] is available as one of the Medic class's sidearms as the &amp;quot;Taschenpistole M1914&amp;quot; (which is German for &amp;quot;pocket pistol&amp;quot;). It is a faster firing pistol at 450 RPM, but like other pistols in the same role is relatively weak, killing in 4 shots. &lt;br /&gt;
[[File:1914MauserPocket.jpg|thumb|none|300px|1914 Mauser Pocket Pistol - 7.65x17mmSR]]&lt;br /&gt;
[[File:BF1_taschen1.jpg|thumb|none|600px|A German medic holds the Mauser ''Taschenpistole M1914''.]]&lt;br /&gt;
[[File:BF1_taschen2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1_taschen3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M1912==&lt;br /&gt;
The [[Steyr M1912]] appears as a Support-exclusive sidearm. When performing a non-empty reload, the player character correctly opens the action and presses a button that dumps all remaining rounds from the gun, then loads it with a stripper clip. When empty, the gun simply locks open like most pistols and is then loaded with the clip, making an empty reload much faster. Considering Support has access to infinite ammo, it's likely a good idea to empty the pistol whenever using it. It should also be noted that the gun actually ejects the correct amount of remaining rounds, ranging from one to seven. It is relatively weak, killing in 4 shots with an moderatly fast rate of fire at 360 RPM.&lt;br /&gt;
[[Image:SteyerHahn1913Pistol.jpg|thumb|none|300px|Steyr Hahn Model 1912 (1913 mfg) - 9x23mm Steyr]]&lt;br /&gt;
[[File:BF1_steyr1912_1.jpg|thumb|none|600px|Holding the Steyr M1912.]]&lt;br /&gt;
[[File:BF1_steyr1912_2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1M1912open.jpg|thumb|none|600px|Pulling the slide back during a mid-magazine reload.]]&lt;br /&gt;
[[File:BF1M1912ejecting.jpg|thumb|none|600px|Letting some happy little 9x23mm Steyr rounds go free.]]&lt;br /&gt;
[[File:BF1M1912clip.jpg|thumb|none|600px|Inserting an 8-round stripper clip.]]&lt;br /&gt;
[[File:BF1_steyr1912_3.jpg|thumb|none|600px|Thumbing in the cartridges.]]&lt;br /&gt;
[[File:BF1M1912releasing.jpg|thumb|none|600px|All rounds loaded, the character prepares to yank out the clip to release the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Webley &amp;amp; Scott No. 1 Mk. III* Signal Pistol==&lt;br /&gt;
The Scout class can use a [[Webley &amp;amp; Scott Signal Pistols|Webley &amp;amp; Scott No. 1 Mk. III* Signal Pistol]], firing flares that either spot enemies close to them or blind any observers (a bit like a flashbang, but with a bit longer &amp;quot;flash&amp;quot;, and no &amp;quot;bang&amp;quot;), but set enemies on fire on direct hit in either case. In other cases it's very common for users to light themsleves on fire when the flare is fired in close proximity and enemies who run over the flare will take additional fire damage for a short duration. Notably, the weapon is never seen ejecting any casings; the rounds behave as though they were caseless.&lt;br /&gt;
&lt;br /&gt;
[[Image:Webley Signal Pistol.JPG|thumb|none|300px|Webley &amp;amp; Scott No. 1 Mk. III* Signal Pistol - 1 inch - brass frame and barrel]]&lt;br /&gt;
[[Image:BF1-Flaregun-1.jpg|thumb|none|600px|A German pilot holds the Webley &amp;amp; Scott Flare gun.]]&lt;br /&gt;
[[Image:BF1-Flaregun-2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Bodeo M1889==&lt;br /&gt;
The [[Bodeo M1889]] is available for Scout class at rank 2. A reasonably powerful 2 shot kill at close range however damage drops off sharply at longer distances to the point it will require all 6 rounds to kill a soldier at max range. It is painfully slow to reload as it reloads via a reloading gate, removing spent cartridges one at a time and inserting new ones. Although it is also reloaded in what seems to be a rather unsafe manner (pulling the trigger to rotate the cylinder after each round is inserted), this is how the Bodeo is supposed to function; with the loading gate open, the hammer is disconnected from the trigger, allowing this faster method of reloading compared to other gate-loaded revolvers. It is however a moderately fast revolver in comparison to revolvers in other classes. &lt;br /&gt;
[[File:Bodeo.jpg|thumb|none|300px|Bodeo Model 1889 Type II - 10.4x22mm Italian]]&lt;br /&gt;
[[File:BF1_bodeo_1.jpg|thumb|none|600px|A Scout holds the Bodeo revolver.]]&lt;br /&gt;
[[File:BF1_bodeo_2.jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:BF1_bodeo_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Gasser M1870==&lt;br /&gt;
The Austrian [[Gasser Revolvers|Gasser M1870]] revolver is available and is exclusive to the Assault Class. It is likely the 11.25x36mmR model, as the description states it was favoured by Austrian Stormtroopers. It fires single action only, is a pain to reload due to its loading gate system, and is, unlike the other revolvers, a very reliable two hit kill weapon at medium distances.&lt;br /&gt;
[[Image:Gasser_M1870s.jpg|thumb|none|350px|Gasser M1870 Montenegrin second model - 11.25x36mmR Gasser]]&lt;br /&gt;
[[File:BF1 Grasser idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:BF1 Grasser ADS.jpg|thumb|none|600px|Aiming down sights]]&lt;br /&gt;
[[File:BF1 Grasser reload.jpg|thumb|none|600px|Reloading, each round is loaded one by one]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson New Model No.3==&lt;br /&gt;
The [[Smith &amp;amp; Wesson New Model No.3]] is available, simply called &amp;quot;No.3 Revolver&amp;quot;. It lacks the trigger guard spur of the Russian Model and according to the in-game stats is chambered in .44 American. It can be used by all classes but must be unlocked by getting Rank 10 with Assault. Like other Revolvers it is somewhat powerful at close range killing about 2 shots but damage drops off sharply at long range. It is one of the two only top break revolvers in the game offering a much faster reload in comparison to other revolvers. &lt;br /&gt;
[[File:NBV49-T-F2-H.jpg|thumb|none|350px|Smith &amp;amp; Wesson New Model No.3 Target - .44 S&amp;amp;W American]]&lt;br /&gt;
[[File:BF1_smith1.jpg|thumb|none|600px|Holding the revolver.]]&lt;br /&gt;
[[File:BF1_smith2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_smith3.jpg|thumb|none|600px|Reloading]]&lt;br /&gt;
&lt;br /&gt;
==Webley-Fosbery Auto Revolver==&lt;br /&gt;
The [[Webley-Fosbery Automatic Revolver]] is shown being used by several tank crewman during the campaign mission &amp;quot;Through Mud and Blood&amp;quot;. In-game, it is one of the Medic class's sidearms when it offers a high damage 2 shot kill at close range with damage dropping sharply at longer ranges with a faster reload in comparison to other revolvers. Called the &amp;quot;Auto Revolver&amp;quot;- which is more or less correct, but not terribly specific; an auto-revolver is a type of weapon (albeit with very few of the sort existing), not an individual one. Like the S&amp;amp;W No.3 Revolver it is one of two revolvers that reload via a top break system.&lt;br /&gt;
&lt;br /&gt;
For 100% completion of the campaign &amp;quot;Friends in High Places&amp;quot; the player will be awarded &amp;quot;Straight Flush&amp;quot;, a skin for the Auto Revolver that is usable in Multiplayer. &lt;br /&gt;
[[File:Webley-Fosbery.jpg|thumb|none|300px|Webley-Fosbery Auto Revolver - .455 Webley]]&lt;br /&gt;
[[File:BF1 Auto Revolver idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:BF1 Auto Revolver ADS.jpg|thumb|none|600px|Aiming down sights]]&lt;br /&gt;
[[File:BF1 Auto Revolver recoil.jpg|thumb|none|600px|Mid-recoil. As seen here, the top frame recoils, turning the cylinder to the next chamber. Note the grooves in the cylinder, which helped rotate it to the next round]]&lt;br /&gt;
[[File:BF1 Auto Revolver reload.jpg|thumb|none|600px|Reload. Note the spent .455 casings ejecting out of the cylinder.]]&lt;br /&gt;
[[File:Straight Flush.jpg|thumb|none|600px|&amp;quot;Straight Flush&amp;quot; skin granted for 100% completion of &amp;quot;Friends in High Places&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Bulldog==&lt;br /&gt;
A [[Webley Bulldog]] revolver is available as one of the Support class's sidearms. Like other revolvers it is a 2 shot weapon at close range and is the fastest firing of the Revolver class at 257 RPM (in comparison to the Auto Revolver which has 225 RPM) but damage drops off sharply at longer ranges to counter its fast rate of fire. The weapon reloads via a loading gate, ejecting and inserting new rounds one at a time. &lt;br /&gt;
[[File:WebleyBulldog.jpg|thumb|none|300px|Webley BullDog - .45 caliber - 1870s. Note that the one in-game is a later model, and has an unfluted cylinder]]&lt;br /&gt;
[[File:BF1 Bulldog Idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:Bulldog ADS.jpg|thumb|none|600px|Aiming down sights]]&lt;br /&gt;
[[File:BF1 Bulldog reload.jpg|thumb|none|600px|Reloading, similar to the Gasser 1870]]&lt;br /&gt;
[[File:BF1Bulldogejecting.jpg|thumb|none|600px|Another frame of the reload; tapping the ejector rod.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta M1918==&lt;br /&gt;
The [[Beretta M1918]] submachine gun is available for the Assault class at rank 2. Presumably due to the continued existence of Beretta's name trademark, in the pre-alpha multiplayer gameplay footage it is called the &amp;quot;Automatico M1918.&amp;quot; It has the fastest ROF of the Assault SMG's at 900 RPM but is offset with a magazine size of 25 rounds and very poor damage drop off. Three variants exist for the weapon with pre-allocated attachments, &amp;quot;Factory&amp;quot;, &amp;quot;Trench&amp;quot; and &amp;quot;Storm&amp;quot;.&lt;br /&gt;
[[File:Beretta 1918.jpg|thumb|none|450px|Beretta M1918 submachine gun with folding spike bayonet - 9mm Glisenti]]&lt;br /&gt;
[[File:Bf1-m1918_1.jpg|thumb|none|600px|British soldier holds the submachine gun.]]&lt;br /&gt;
[[File:Bf1-m1918_2.jpg|thumb|none|600px|View down the  M1918's default iron sights.]]&lt;br /&gt;
[[File:BF1Automaticoaltads.jpg|thumb|none|600px|Aiming with the alternative peep hole rear sight.]]&lt;br /&gt;
[[File:BF1Automaticoreload.jpg|thumb|none|600px|Removing a spent magazine.]]&lt;br /&gt;
[[File:Bf1-m1918_3.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF1Automaticocharging.jpg|thumb|none|600px|Rechambering the Automatico.]]&lt;br /&gt;
&lt;br /&gt;
==Bergmann MP18==&lt;br /&gt;
The [[Bergmann MP18]] is the first submachine gun available for the Assault class. It is the slowest firing SMG at 500 RPM but offers good accuracy over short to medium distances even from the hip. Three variants are available &amp;quot;Trench&amp;quot;, &amp;quot;Optical&amp;quot; and &amp;quot;Experimental&amp;quot;. The &amp;quot;Experimental&amp;quot; variant locks the weapon to three round burst and gives substantially greater long range accuracy. The &amp;quot;Factory&amp;quot; variant is available in the single player.&lt;br /&gt;
[[File:MP18.JPG|thumb|none|450px|Bergmann MP18 with 32 round ''Trommelmagazin 08'' - 9x19mm]]&lt;br /&gt;
[[File:bf1 c96 1.jpg|thumb|none|600px|A soldier with a Mauser C96, a Bergmann MP18, a [http://scrapironflotilla.tumblr.com/post/98780640376/scrapironflotilla-a-variety-of-first-world-war trench raiding club], and a rather displeased facial expression.]]&lt;br /&gt;
[[File:Bf1-mp18.jpg|thumb|none|600px|A soldier wields a MP18 with a 32-round snail drum magazine and a spike bayonet. The MP18 was never actually fitted with bayonets in real life; bayonets are treated as an accessory for many weapons in the game.]]&lt;br /&gt;
[[File:Bf1-mp18_2.jpg|thumb|none|600px|Aiming the MP18.]]&lt;br /&gt;
[[File:Bf1-mp18_3.jpg|thumb|none|600px|Reloading the submachine gun.]]&lt;br /&gt;
[[File:BF1MP18reload.jpg|thumb|none|600px|Inserting a new snail-drum magazine into the &amp;quot;Experimental&amp;quot; variant, with an added camouflage skin.]]&lt;br /&gt;
[[File:BF1MP18charging.jpg|thumb|none|600px|Pulling the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Standschütze Hellriegel 1915==&lt;br /&gt;
The [[Standschütze Hellriegel 1915]] heavy sub-machine gun appears in the Gamescom Trailer; it is the Assault class's Level 10 unlock in-game. Two variants are available: the &amp;quot;Factory&amp;quot; variant that holds 59+1 rounds in a drum magazine, and the &amp;quot;Defensive&amp;quot; variant introduced to the game in March 2017, which holds 119+1 rounds and is equipped with a bipod and a magnifying sight. The detachable drum magazine depicted on both variants doesn't seem to have existed in reality; the real weapon was known to feed either from a 20-round box magazine, or from a 160-round drum magazine that is noticeably larger than the one in-game, and that fed the cartridges through a flexible chute instead of being attached to the weapon itself.&lt;br /&gt;
[[File:Standschütze Hellriegel 1915.jpg|thumb|none|450px|Standschütze Hellriegel 1915 heavy submachine gun - 9mm Steyr]]&lt;br /&gt;
[[File:BF1 Gamescom Trailer Standschutzle Hellriegel 1915.jpg|thumb|none|600px|Holding the submachinegun.]]&lt;br /&gt;
[[File:Bf1-hell_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Bf1-hell_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Villar-Perosa M1915==&lt;br /&gt;
A version of the [[Villar-Perosa M1915 SMG]] is available. It is the weapon of the Sentry Elite Class in the Italian Maps (Monte Grappa and Empire's Edge, including the campaign mission Avanti Savoia.) and can be picked up from crates spread around the maps. It is in similar style to the [[Beretta Model 38#Fake Villar-Perosa M1915 SMG|Bapty &amp;amp; Co. mock up]] made for the 1987 film [[The Sicilian]], with a Bren front grip, and an MG42 grip and trigger group. It has a smaller magazine than the MG08/15 at 50 rounds (both guns loaded), but its blazing rate of fire of 1800 rounds per minute makes it a shredder at close range.&lt;br /&gt;
[[File:Fake Villar Perosa from The Sicilian.jpg |thumb|none|450px|Fake Villar Persoa SMG used in the Sicilian. Photo from [http://www.longmountain.com/just-for-fun/movie-guns/TheSicilian/ Long Mountain Outfitters] web site ]]&lt;br /&gt;
[[File:BF1 Villar Perosa0.jpg|thumb|none|600px|The Villar-Perosa lies in a weapon cage.]]&lt;br /&gt;
[[File:BF1 Villar Perosa1.jpg|thumb|none|600px|An Italian soldier holds the Villar-Perosa M1915.]]&lt;br /&gt;
[[File:BF1 Villar Perosa2.jpg|thumb|none|600px|Holding the submachine gun.]]&lt;br /&gt;
[[File:BF1 Villar Perosa.jpg|thumb|none|600px|The Villar Perosa in action. Note the 25 round capacity: while the capacity is actually 50 rounds, the ammo indicator shows the number of times the weapon can be fired since both barrels use the same trigger.]]&lt;br /&gt;
[[File:BF1 Villar Perosa3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] is one of the available shotguns for the Assault class. In-game it is known as the &amp;quot;12g Automatic&amp;quot;, although in trailers it was properly named &amp;quot;Automatic 5&amp;quot;. Unlike the two other shotguns, the player character loads an extra round in the chamber; this was most likely done for balancing purposes. Three variant exist which are &amp;quot;Backbored&amp;quot;, &amp;quot;Hunter&amp;quot;, and &amp;quot;Extended&amp;quot;. The &amp;quot;Extended&amp;quot; model increases the magazine capacity from 5 rounds to 7, making it the highest capacity shotgun in the game. &lt;br /&gt;
[[File:RemingtonRiot11.jpg|thumb|none|500px|Browning Auto-5/Remington Model 11 in Riot Gun configuration - 12 gauge]]&lt;br /&gt;
[[File:Auto5BF1_1.jpg|thumb|none|600px|The Browning Auto-5 in-game.]]&lt;br /&gt;
[[File:Auto5BF1_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1A5chamberloading.jpg|thumb|none|600px|Dropping a brass-cased 12-gauge shell into the A5.]]&lt;br /&gt;
[[File:Auto5BF1_3.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF1A5reload.jpg|thumb|none|600px|Topping the tube magazine off with more shells.]]&lt;br /&gt;
[[File:Auto5BF1.jpg|thumb|none|600px|The &amp;quot;Extended&amp;quot; variant of the Browning Auto-5 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 10A==&lt;br /&gt;
The [[Remington Model 10|Remington Model 10A]] is the first shotgun unlocked for the Assault class and is referred as the &amp;quot;Model 10-A&amp;quot;. It differs from the [[Winchester Model 1897]] for having a longer barrel of 23 inches, rather than 20 inches on the Model '97. It has a correct 6-round tube capacity in the game and unlike the M97 cannot be slam fired. Three variants are available in-game, &amp;quot;Factory&amp;quot;, &amp;quot;Slug&amp;quot; (Formerly called &amp;quot;Heavy&amp;quot; in the Beta) and &amp;quot;Hunter&amp;quot;. &lt;br /&gt;
[[Image:Remington Model 10Anoheatshield.jpg|thumb|500px|none|World War I era Remington Model 10A &amp;quot;Trench Gun&amp;quot;]]&lt;br /&gt;
[[File:BF1_remington_trench_1.jpg|thumb|none|600px|The Model 10A shotgun lies in a weapon crate.]]&lt;br /&gt;
[[File:BF1_remington_trench_2.jpg|thumb|none|600px|An Assault Gunner holds the shotgun.]]&lt;br /&gt;
[[File:BF1_remington_trench_3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_remington_trench_4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Model10ABF1.jpg|thumb|none|600px|Holding the &amp;quot;Slug&amp;quot; variant of the Model 10A. Note the experimental dot sight on it; this &lt;br /&gt;
kind of sight was only tested by the British in small quantities and only on the Lee-Enfield rifles of the era.]]&lt;br /&gt;
&lt;br /&gt;
==Sawn-Off Double Barreled Shotgun==&lt;br /&gt;
The Tank Hunter Elite Class is armed with a [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawn-Off Double Barreled Shotgun]] as his sidearm. The same shotgun can be unlocked as a primary weapon for the Pilot and Tanker classes by reaching Rank 10 with the Tanker class. Additionally, an option allows a player to equip other Elite Classes (such as the Sentry and Flamethrower) with the Sawn Off Shotgun as a secondary when unlocked. &lt;br /&gt;
[[File:Remington_SBS.jpg|thumb|none|400px|Remington Spartan Sawn-Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:Shot (1).jpg|thumb|none|600px|The Tank Hunter holds the Sawn-Off Double Barreled Shotgun.]]&lt;br /&gt;
[[File:BF1_sawnoff_2.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BF1_sawnoff_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren Shotgun==&lt;br /&gt;
The [[Sjögren]] semi-automatic Shotgun was confirmed by the developers to be in the &amp;quot;They Shall Not Pass&amp;quot; DLC and was seen in a teaser image. It is referred to as the &amp;quot;Sjögren Inertial&amp;quot; in-game, referring to the Sjögren's inertial action, even though the designation of the real weapon is actually Sjögren '''Inertia'''.&lt;br /&gt;
[[File:Sjogren Intertia.jpg|thumb|none|500px|Sjögren Inertia - 12 gauge]]&lt;br /&gt;
[[File:BF1_Sjö1.jpg|thumb|none|600px|Holding the Sjögren.]]&lt;br /&gt;
[[File:BF1_Sjö2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_Sjö3.jpg|thumb|none|600px|Loading a new round.]]&lt;br /&gt;
[[File:BF1_Sjö4.jpg|thumb|none|600px|Chamber-loading.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 Trench Gun]] is one of the available shotguns for the Assault class under the name &amp;quot;M97 Trench Gun.&amp;quot; It correctly holds 5 rounds in the tube magazine and is also capable of being &amp;quot;slam-fired&amp;quot; in-game, just like in real life. However, unlike in previous ''Battlefield'' games, the player is unable to load a round in the chamber, unlike on the Browning Auto-5. This was most likely done for balancing purposes. Four variants exist in Multiplayer, these being &amp;quot;Hunter&amp;quot;, &amp;quot;Backbored&amp;quot;, &amp;quot;Sweeper&amp;quot; and &amp;quot;Hellfighter&amp;quot;. The &amp;quot;Hellfighter&amp;quot; is only a cosmetic pre-order bonus apart of the Early Enlister and Deluxe edition copies of the game; statistically it is identical to the M97 Hunter variant.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:bf1 colt trenchgun.jpg|thumb|none|500px|A special version of the Winchester Trench Gun as part of a promotional picture.]]&lt;br /&gt;
[[File:BF1_Winch_trench_1.jpg|thumb|none|600px|An Assault Gunner holds the Hellfighter Winchester Model 1897.]]&lt;br /&gt;
[[File:BF1_Winch_trench_2.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BF1_Winch_trench_3.jpg|thumb|none|600px|Reloading a round.]]&lt;br /&gt;
[[File:BF1M1897pumping.jpg|thumb|none|600px|Pumping an alternately-skinned M97 &amp;quot;Hunter&amp;quot;, with a ribbed barrel.]]&lt;br /&gt;
[[File:M97TrenchGunBF1.jpg|thumb|none|600px|The &amp;quot;Backbored&amp;quot; variant of the Winchester M1897 Trench Gun in game.]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Cei-Rigotti==&lt;br /&gt;
The [[Cei-Rigotti]], an obscure Italian select-fire rifle with a production run of around 100, is the first rifle available for the Medic class. It comes in three variants: &amp;quot;Factory&amp;quot;, &amp;quot;Trench&amp;quot;, and &amp;quot;Optical.&amp;quot; Tests say the weapon fired around 900 RPM in real life, but is capped at a much slower 299 RPM.&lt;br /&gt;
&lt;br /&gt;
For 100% completion of the campaign &amp;quot;Avanti Savoia&amp;quot; the player will be awarded &amp;quot;Fiamme Verdi&amp;quot;, a skin for the Cei-Rigotti that is usable in Multiplayer.&lt;br /&gt;
[[File:Cei-rigotti.jpg|thumb|none|500px|Cei-Rigotti - 6.5×52mm Mannlicher]]&lt;br /&gt;
[[File:Bf1-ceirigotti.jpg|thumb|none|600px|A German soldier holds the Cei-Rigotti rifle.]]&lt;br /&gt;
[[File:Bf1-ceirigotti2.jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:BF1_Ceirigottireloa.jpg|thumb|none|600px|A German soldier reloading the Cei-Rigotti with a stripper clip.]]&lt;br /&gt;
[[File: BF1 Ceirigotti.jpg|thumb|none|600px|A German soldier holding a Cei-Rigotti with the experimental British Lee-Enfield dot sight that appears on other weapons.]]&lt;br /&gt;
[[File:Fiamme Verdi.jpg|thumb|none|600px|&amp;quot;Fiamme Verdi&amp;quot; skin granted for 100% completion of &amp;quot;Avanti Savoia&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Lebel Mle 1886==&lt;br /&gt;
The [[Lebel Mle 1886]] Rifle appears in the &amp;quot;They Shall Not Pass&amp;quot; DLC, having both &amp;quot;Sniper&amp;quot; and &amp;quot;Infantry&amp;quot; variants.&lt;br /&gt;
[[Image:Modele1886Lebel.jpg|thumb|500px|none|Lebel Model 1886 - 8x50mm]]&lt;br /&gt;
[[File:bf1 lebel 1.jpg|thumb|none|600px|A French scout holding the Lebel.]]&lt;br /&gt;
[[File:bf1 lebel_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:bf1 lebel 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:bf1 lebel 4.jpg|thumb|none|600px|The scoped variant ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk.III*==&lt;br /&gt;
The [[Lee-Enfield No.1 Mk.III*]] rifle is available for the Scout class and is the standard issue rifle for the British faction in the 'Back to Basics&amp;quot; game-mode. It comes in three variants: &amp;quot;Infantry&amp;quot;, &amp;quot;Carbine;&amp;quot;, and &amp;quot;Marksman.&amp;quot;&lt;br /&gt;
[[File:SMLE.jpg|thumb|none|500px|Lee-Enfield No.1 Mk.III* - .303 British. This was the main battle rifle of British and Commonwealth forces during the First World War.]]&lt;br /&gt;
[[File:bf1 smle 1.jpg|thumb|none|600px|British soldiers in trenches with Lee-Enfield No.1 Mk.III* rifles.]]&lt;br /&gt;
[[File:bf1 smle 2.jpg|thumb|none|600px|A British Scout holds the SMLE.]]&lt;br /&gt;
[[File:bf1 smle 3.jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:bf1 smle 4.jpg|thumb|none|600px|Reloading the weapon with a 5-round stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
===Lee Enfield Carbine===&lt;br /&gt;
A short version of the SMLE is also available with an experimental dot sight. This carbine seems to be a mix of the No.1 Mk.III* and a post war No.1 Mk. V carbine.&lt;br /&gt;
[[File:SMLE_mkV.jpg|thumb|none|500px|Lee-Enfield Mk.V - .303 British.]]&lt;br /&gt;
[[File:BF1 Smle.jpg|thumb|none|600px|A Soldier holding a Lee-Enfield No.1 Mk.III* carbine with experimental dot sight, originally designed for the Lee-Enfield but is a universal attachment for other weapons in the game. This kind of sight was only tested by the British in small quantities and only on the Lee-Enfield rifles of the era.]]&lt;br /&gt;
[[File:BF1 Smlecar.jpg|thumb|none|600px|Aiming the SMLE Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Luger Selbstlader Model 1906==&lt;br /&gt;
The prototype ''Luger Selbstlader Model 1906'' toggle-action self-loading rifle is available for the Medic at rank 10. The magazine contains 5 rounds and it has almost the same characteristics as the Mauser Selbstlader M1916 rifle. It was only available in the &amp;quot;Factory&amp;quot; variant prior to the Spring Patch on April 28 of 2017, which added a Sniper variant as an unlockable.&lt;br /&gt;
[[File:Luger Rifle 1906.jpg|thumb|none|500px|Luger Rifle M1906 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:bf1 lugerselbst_0.jpg|thumb|none|600px|The world model of the Luger Rifle.]]&lt;br /&gt;
[[File:bf1 lugerselbst_1.jpg|thumb|none|600px|A German medic holds the Selbstlader 1906.]]&lt;br /&gt;
[[File:bf1 lugerselbst_2.jpg|thumb|none|600px|Aiming the Luger rifle.]]&lt;br /&gt;
[[File:bf1 lugerselbst_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Martini-Henry==&lt;br /&gt;
The [[Martini-Henry]] is avalible for the Scout class in the game. It boasts itself as the highest damaging sniper rifle but only holds a single round. Additionally, it has the longest &amp;quot;sweet spot&amp;quot; of any sniper rifle; this is the range in which the weapon will be able to score 1-shot kills to an enemy's torso. In the &amp;quot;Back to Basics&amp;quot; custom game-mode, the Martini-Henry is the standard rifle for the Ottoman Empire. The weapon only had an Infantry variant until the Spring Patch on April 28, 2017, which added a Sniper variant.&lt;br /&gt;
[[Image:Martini-HenryMarkI(1871-1876).jpg|thumb|none|500px|Martini-Henry Mk. I (1871-1876) - .577-.450 caliber]]&lt;br /&gt;
[[File:bf1 martini1.jpg|thumb|none|600px|A sniper holds the rifle.]]&lt;br /&gt;
[[File:bf1 martini2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:bf1 martini3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser 1918 T-Gewehr==&lt;br /&gt;
The [[Mauser 1918 T-Gewehr]] can also be seen in the trailer and a Promotional picture. It is exclusive to the Tank Hunter battle pickup class, and is capable of dealing terrifying amounts of damage to vehicles and infantry alike, at the cost of a 1-shot capacity, a slow reload, and the rather understandable inability to use the weapon without the bipod deployed.&lt;br /&gt;
[[File:Tankgewehr1918.jpg|thumb|none|500px|Mauser 1918 T-Gewehr Anti-Tank Rifle - 13.2mm TuF]]&lt;br /&gt;
[[File:bf1 t1918 1.jpg|thumb|none|600px|A soldier charging with a Mauser 1918 T-Gewehr.]]&lt;br /&gt;
[[File:bf1 t1918 11.jpg|thumb|none|600px|A T-Gewehr in a weapon box.]]&lt;br /&gt;
[[File:bf1 t1918 3.jpg|thumb|none|600px|Aiming the T-Gewehr.]]&lt;br /&gt;
[[File:bf1 t1918 2.jpg|thumb|none|600px|The T-Gewehr placed on a wall.]]&lt;br /&gt;
[[File:bf1 t1918 4.jpg|thumb|none|600px|Reloading a 13.2mm cartridge.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] is available for the Scout class. In &amp;quot;The Runner&amp;quot; campaign Ottoman soldiers use this rifle instead of accurate 1893 and [[Mauser_Rifle_Series#1903_Turkish_Mauser|1903 Mauser]] rifles. The ''Gewehr 98'' was delivered to the Ottomans only towards the end of the war, so the appearance of them in the &amp;quot;Nothing is Written&amp;quot; missions is correct. It comes in the &amp;quot;Infantry&amp;quot;, &amp;quot;Marksman&amp;quot;, and &amp;quot;Sniper&amp;quot; variants. It is also the standard issue rifle for the German Empire in &amp;quot;Back to Basics.&amp;quot;&lt;br /&gt;
[[File:Mauser g98.jpg|thumb|none|500px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:bf1 g98 1.jpg|thumb|none|600px|A Scout holds the Gewehr 1898.]]&lt;br /&gt;
[[File:bf1 g98 2.jpg|thumb|none|600px|Aiming the ''Lange Visier''.]]&lt;br /&gt;
[[File:bf1 g98 3.jpg|thumb|none|600px|Reloading a 5-round stripper clip.]]&lt;br /&gt;
[[File:Bf1-1989.jpg|thumb|none|600px|A Gewehr 1898 in &amp;quot;Sniper&amp;quot; variant with a scope and a bipod.]]&lt;br /&gt;
[[Image:BF1-Gewehr1898.jpg|thumb|none|600px|A Gewehr 1898 in &amp;quot;Marksman&amp;quot; variant fitted with a bayonet and Warner &amp;amp; Swasey Model 1913 Prismatic Musket Scope, a 5.2x magnifier developed for the Springfield M1903.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Selbstlader M1916==&lt;br /&gt;
The [[Mauser Selbstlader M1916]] appears as a primary weapon for the Medic class. It holds 25+1 rounds in the magazine and comes in the &amp;quot;Factory,&amp;quot; &amp;quot;Optical&amp;quot;, and &amp;quot;Marksman&amp;quot; variants.&lt;br /&gt;
[[Image:Mauser1916Selbstlader.jpg|thumb|none|500px|Mauser Selbstlader M1916 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1.jpg|thumb|none|600px|A German Soldier holding a Selbstlader with a bayonet.]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1_1.jpg|thumb|none|600px|Aiming the Selbstlader.]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1_3.jpg|thumb|none|600px|Reloading the rifle.]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1_4.jpg|thumb|none|600px|The &amp;quot;Optical&amp;quot; variant experimental dot sight.]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1_5.jpg|thumb|none|600px|The &amp;quot;Marksman&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Mondragón Modelo 1908==&lt;br /&gt;
The [[Mondragón Rifle|Mondragón Modelo 1908]] is available for the Medic class. It is only self-loading rifle to not have a &amp;quot;Factory&amp;quot; variant, instead it has the &amp;quot;Storm,&amp;quot; &amp;quot;Optical,&amp;quot; &amp;quot;and &amp;quot;Sniper.&amp;quot; In the E3 2016 Trailer, a German soldier is seen with the ''Flieger-Selbstlade-Karabiner Modell 15'' equipped with a 30-round drum magazine, but in the final game only the default 10-round magazine is available.&lt;br /&gt;
[[File:Mondragón rifle.jpg|thumb|none|500px|Mondragón Modelo 1908 semi-automatic rifle - 7x57mm Spanish Mauser]]&lt;br /&gt;
[[File:bf1-mondragon1.jpg|thumb|none|600px|A German soldier with the Mondragón rifle.]]&lt;br /&gt;
[[File:bf1-mondragon.jpg|thumb|none|600px|Aiming the Mondragón.]]&lt;br /&gt;
[[File:bf1-mondragon2.jpg|thumb|none|600px|Reloading a 5 round stripper clip.]]&lt;br /&gt;
[[File:BF1_Mondragon1.jpg|thumb|none|600px|A soldier holding a Mondragón with a scope.]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
The [[Pieper Revolving Carbine]] is an available primary weapon for the Pilot and Tank driver classes.&lt;br /&gt;
[[File:Pieper Revolving Rifle.JPG|thumb|none|500px|Pieper Revolving Rifle - 8mm Pieper]]&lt;br /&gt;
[[File:BF1 Pieper Idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:BF1 Pieper ADS.jpg|thumb|none|600px|Aim down sights]]&lt;br /&gt;
[[File:BF1 Pieper reload.jpg|thumb|none|600px|Reload]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 8==&lt;br /&gt;
The [[Remington Model 8]] appears as the ''Autoloading 8.&amp;quot; ''Two of the variants are chambered in .35 Remington, the &amp;quot;Factory&amp;quot; and &amp;quot;Marksman&amp;quot; variants; the third variant , &amp;quot;Extended&amp;quot;, comes equipped with a wooden foregrip and an extended magazine having a 15+1 capacity, chambered in .25 Remington. An easter-egg exists where the weapon is reloaded in a similar fashion to the [[Battlefield 4#AN-94|Battlefield 4]] [[AN-94]].''&lt;br /&gt;
[[File:Remington_model_8.jpg‎|thumb|none|500px|Remington Model 8 - .30 Remington]]&lt;br /&gt;
[[File:Bf1 auto5.jpg|thumb|none|600px|The Remington Model 8 in-game.]]&lt;br /&gt;
[[File:Bf1 re8_2.jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:Bf1 re8_3.jpg|thumb|none|600px|Stripping a 5-round clip of .35 Remington into the rifle.]]&lt;br /&gt;
[[File:BF1Model8chambering.jpg|thumb|none|600px|Releasing the bolt on the &amp;quot;Marksman&amp;quot; Model 8.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Public Enemy Remington.jpg|thumb|none|500px|Remington Model 8 with detachable magazine - .25 Remington]]&lt;br /&gt;
[[File:BF1Model8reload.jpg|thumb|none|600px|Removing the magazine on the .25 Remington version.]]&lt;br /&gt;
[[File:BF1Model8reload2.jpg|thumb|none|600px|Inserting a new one, &amp;quot;tacticool&amp;quot; style from the easter-egg animation.]]&lt;br /&gt;
[[File:BF1Model8chambering2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==R.S.C. Mle 1917==&lt;br /&gt;
The [[Lebel_1886#R.S.C._Mle_1917|R.S.C. Mle 1917]] semi-automatic Rifle appears in the &amp;quot;They Shall Not Pass&amp;quot; DLC. It is one of the slowest-firing Medic rifles, but also has the highest damage model of any of the Medic's rifles, being capable of killing in 2 body shots out to a decent range.&lt;br /&gt;
[[Image:R.S.C. Model 1917.jpg|thumb|500px|none|R.S.C. Model 1917 - 8x50mmR]]&lt;br /&gt;
[[File:BF1_rsc_1.jpg|thumb|none|600px|Holding the R.S.C..]]&lt;br /&gt;
[[File:BF1_rsc_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_rsc_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF1_rsc_4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Ribeyrolles 1918==&lt;br /&gt;
The [[Chauchat-Ribeyrolles 1918 Automatic Carbine]] is avalible in the &amp;quot;They Shall Not Pass&amp;quot; DLC. Even though technically a rifle, it is classified with the SMGs in game (to be fair, the distinction wasn't as clear during WW1, as the term &amp;quot;submachine gun&amp;quot; didn't actually exist until 1919). By default, the weapon comes with a bipod (the only weapon in the Assault class with one), and is the best Assault-class automatic weapon at range, at the cost of having the MP18's low rate of fire mixed with the M1918's low capacity of 25 rounds.&lt;br /&gt;
[[File:Ribeyrolle1918.jpg|thumb|none|500px|Ribeyrolles 1918 Carbine- 8x35mm Ribeyrolles]]&lt;br /&gt;
[[File:BF1_rib1918_1.jpg|thumb|none|600px|Holding the Ribeyrolles.]]&lt;br /&gt;
[[File:BF1_rib1918_3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_rib1918_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF1_rib1918_4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903 Mk 1==&lt;br /&gt;
The [[M1903 Springfield|Springfield M1903 Mk 1]] is one of the available rifles for the scout class. The M1903 is the only bolt action rifle to not feature an &amp;quot;Infantry&amp;quot; variant in game, only having a &amp;quot;Sniper,&amp;quot; &amp;quot;Marksman,&amp;quot; and &amp;quot;Experimental&amp;quot; variants, with the latter being fitted with the Pedersen Device. The &amp;quot;Infantry&amp;quot; version of the weapon appears in the single-player campaign intro, and is available to the American faction in the &amp;quot;Back to Basics&amp;quot; gamemode (added December 16th, 2016).&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|500px|Springfield M1903 Mk 1 - .30-06]]&lt;br /&gt;
[[File:BF1 M1903 Idle.jpg|thumb|none|600px|Idle. Note that the user is holding the attached monopod like a foregrip]]&lt;br /&gt;
[[File:BF1 M1903 scope.jpg|thumb|none|600px|Aiming down the Warner &amp;amp; Swasey Scope, which was issued to several Springfield M1903s during WWI]]&lt;br /&gt;
[[File:BF1 M1903 empty reload.jpg|thumb|none|600px|Empty reload]]&lt;br /&gt;
[[File:BF1 M1903 mid-reload.jpg|thumb|none|600px|mid-reload. As with all bolt action rifles, the user blocks the ejecting round with his four fingers stretched over the chamber before loading rounds individually]]&lt;br /&gt;
[[File:BF1M1903ads.jpg|thumb|none|600px|Iron sights of the Springfield.]]&lt;br /&gt;
[[File:BF1M1903Kbullet.jpg|thumb|none|600px|Reloading a K-Bullet.]]&lt;br /&gt;
&lt;br /&gt;
===Pedersen Device===&lt;br /&gt;
The [[M1903 Springfield|Springfield M1903 Mk 1]] fitted with the Pedersen Device is available in the game as a variant of the regular M1903 (M1903 Experimental). This device makes the weapon function as a semi-automatic rifle firing the experimental .30 Auto-Pistol round, which can be considered a mix between the .32 ACP and the WW2-era .30 Carbine. Production began in 1917 and it was officially adopted as ''US Automatic Pistol, Caliber .30, Model of 1918.'' However, the war ended before it saw combat usage; it would have been in use during the 1919 Spring Offensive.  If 'K' Bullets (armor-piercing rounds capable of damaging vehicles) are chosen as a gadget while using this variant, a unique animation plays when switching to 'K' Bullets, where the soldier removes the Pedersen device and replaces it with the original bolt of the 1903, turning the semi-automatic rifle into its original bolt-action form (and vice versa). It's worth noting that when using the original bolt with K-Bullets, the rifle is actually the no attachments setup that is otherwise unavailable in multiplayer, just without the ability to use standard rounds in a five-round magazine.&lt;br /&gt;
[[File:Pederson_Device.jpg|thumb|500px|none|M1903 Mk 1 Springfield fitted with the Pedersen Device - .30-18 Auto (also known as the 7.65×20mm Longue)]]&lt;br /&gt;
[[File:BF1 Pederson.jpg|thumb|none|600px|A Pedersen Device-fitted '03 Springfield rifle in the hands of an German soldier.]]&lt;br /&gt;
[[File:BF1 Pederson2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1Pedersenreload.jpg|thumb|none|600px|Removing a used magazine.]]&lt;br /&gt;
[[File:BF1Pedersonreload2.jpg|thumb|none|600px|Clicking in a new one.]]&lt;br /&gt;
[[File:BF1 Pederson3.jpg|thumb|none|600px|Preparing to charge the upper receiver.]]&lt;br /&gt;
[[File:BF1Pedersenremove.jpg|thumb|none|600px|Removing the Pedersen Device.]]&lt;br /&gt;
[[File:BF1Pedersen rechamber.jpg|thumb|none|600px|Rechambering the Pedersen after reinstalling it on the M1903.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Mannlicher M1895==&lt;br /&gt;
The [[Steyr Mannlicher M1895]] appears as a primary weapon for the Scout class. In pre-release versions of the game, the M1895 could be incorrectly reloaded with individual rounds, however, in the final release, the en-bloc clip is ejected when reloading mid-magazine (there are always five unfired rounds modeled in the clip, though). It comes in the &amp;quot;Infantry,&amp;quot; &amp;quot;Carbine,&amp;quot; and &amp;quot;Marksman&amp;quot; variants, with the iron-sight version given to the Austro-Hungarian empire in the &amp;quot;Back to Basics&amp;quot; gamemode.&lt;br /&gt;
[[Image:Mannlicher-M1895-8x50.jpg|thumb|none|500px|Steyr Mannlicher M1895 - 8x50mmR Mannlicher]]&lt;br /&gt;
[[Image:Steyrm95bf1.jpg|thumb|none|600px|German soldier holding a Steyr Mannlicher M1895.]]&lt;br /&gt;
[[Image:Steyrm95bf1_2.jpg|thumb|none|600px|Aiming the Steyr Mannlicher.]]&lt;br /&gt;
[[Image:Steyrm95bf1_3.jpg|thumb|none|600px|Reloading the rifle.]] &lt;br /&gt;
[[Image:Steyrm95bf1_4.jpg|thumb|none|600px|The Steyr M1895 with a Model 1913 Prismatic Musket Scope.]]&lt;br /&gt;
&lt;br /&gt;
===Stutzen Carbine===&lt;br /&gt;
The short version of the [[Steyr Mannlicher M1895]] is also available, equipped with a magnifying sight. It was actually called Repertier-Stutzen M1895. The photo below is the post war rechambered and modified version of the 1930s and should be replaced with the correct version.&lt;br /&gt;
[[File:SteyrM95Short.jpg‎|thumb|none|475px|Steyr M1895 Short Rifle (M1930 Conversion) - 8x56mmR Mannlicher]]&lt;br /&gt;
[[File:BF1 M95 Idle.jpg|thumb|none|600px|Idle. Note the experimental magnifying sight, which was used on some Lee-Enfield rifles during WWI.]]&lt;br /&gt;
[[File:BF1 M95 ADS.jpg|thumb|none|600px|Aiming down the magnifying sight on the Stutzen M1895.]]&lt;br /&gt;
[[File:BF1 M95 empty reload.jpg|thumb|none|600px|Empty-reload]]&lt;br /&gt;
[[File:BF1 M95 mid reload.jpg|thumb|none|600px|mid-reload. Note the en-bloc clip when ejected still has five rounds even if the magazine is partially loaded. This is, however, a major improvement over earlier builds of the game, where the player was able to reload the gun with single rounds when partly loaded, which is mechanically impossible for this rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1895 (Russian Contract)==&lt;br /&gt;
The [[Winchester Model 1895]] appears as the &amp;quot;Russian 1895&amp;quot;  and a primary weapon for the Scout class in multiplayer. Three variants are available one, the &amp;quot;Infantry,&amp;quot; &amp;quot;Trench,&amp;quot; and &amp;quot;Sniper&amp;quot; variants, with the &amp;quot;Trench&amp;quot; variant being chambered in .30-40 Krag. If the player spawns in as the Calvary class, they are given the &amp;quot;Calvary&amp;quot; variant of the weapon.&lt;br /&gt;
For 100% completion of the campaign &amp;quot;Nothing is Written&amp;quot; the player will be awarded &amp;quot;Desert Dweller&amp;quot;, a skin for the Russian 1895 that is usable in Multiplayer. &lt;br /&gt;
[[File:Russian.jpg|thumb|none|500px|Winchester Model 1895 made under contract for the Russian Army - 7.62x54mmR]]&lt;br /&gt;
[[File:BF1 M1895 Idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:BF1 M1895 ADS.jpg|thumb|none|600px|Aim down sights]]&lt;br /&gt;
[[File:M1895 empty reload.jpg|thumb|none|600px|Empty reload]]&lt;br /&gt;
[[File:BF1 M1895 mid-reload.jpg|thumb|none|600px|mid-reload]]&lt;br /&gt;
[[File:Desert Dweller.jpg|thumb|none|600px|&amp;quot;Desert Dweller&amp;quot; skin granted for 100% completion of &amp;quot;Nothing is Written&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1907==&lt;br /&gt;
The [[Winchester Model 1907]] is a weapon issued for the Medic class. In the Alpha build of the game, the weapon was modeled with a 10-round magazine, but has since changed to the correct 20 round version in the Beta. It comes in the &amp;quot;Factory,&amp;quot; &amp;quot;Trench,&amp;quot; and &amp;quot;Sweeper&amp;quot; variant; the latter converted to full-auto firing at 300 RPM. During the war, the French versions of the weapon were converted to full auto, but clocked in at a much faster 700 RPM.&lt;br /&gt;
[[Image:Winchester Model 1907.jpg|450px|thumb|none|Winchester Model 1907 - .351 Winchester]]&lt;br /&gt;
[[Image:WinchesterModel1907French.jpg|450px|thumb|none|French Winchester Model 1907 with Lee-Navy bayonet and 20-round magazine for comparison- .351 Winchester]]&lt;br /&gt;
[[Image:BF1-M1907-1.jpg|thumb|none|600px|A Medic character holds a Winchester Model 1907 with a bayonet.]]&lt;br /&gt;
[[Image:BF1-M1907-3.jpg|thumb|none|600px|Aiming the Winchester.]]&lt;br /&gt;
[[Image:BF1-M1907-2.jpg|thumb|none|600px|Reloading the M1907.]]&lt;br /&gt;
[[File:BF1M1907reload.jpg|thumb|none|600px|Releasing a magazine from a camouflaged M1907.]]&lt;br /&gt;
[[File:BF1M1907charging.jpg|thumb|none|600px|Pressing the distinct charging handle in to rechamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Bergmann MG 15 n. A.==&lt;br /&gt;
The [[Bergmann MG 15nA|Bergmann MG 15 n. A.]] is the only belt-fed machine gun in game available to the Support class.&lt;br /&gt;
[[File:Bergmannmg15.jpg‎|thumb|none|500px|Bergmann MG 15 n. A. light machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Bf1 mg15na.jpg‎|thumb|none|600px|A German soldier holds a MG 15 n. A.]]&lt;br /&gt;
[[File:Bf1 mg15na_aim.jpg‎|thumb|none|600px|Aiming the Bergmann.]]&lt;br /&gt;
[[File:Bf1 mg15na 2.jpg‎|thumb|none|600px|A German soldier reloading an MG 15 n. A.]]&lt;br /&gt;
[[File:BF1MG15reload.jpg|thumb|none|600px|Feeding an 8mm Mauser belt into the chamber. Note the added bipod.]]&lt;br /&gt;
[[File:BF1MG15charging.jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
[[File:Bf1 mg15na 3.jpg‎|thumb|none|600px|A soldier holds an MG 15 n. A. equipped with a ZF12, a German machine gun optic designed for the MG08.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Automatic Rifle M1918==&lt;br /&gt;
The World War I version of the [[Browning Automatic Rifle]] is available to the Support class in game, and is set to the higher of the 2 rate of fire options for the weapon, 600 RPM. The HUD icon appears to be equipped with the World War II-era hinged bipod at the end of the weapon.&lt;br /&gt;
[[Image:BARearlymodel.jpg|thumb|500px|none|M1918 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BF1 BAR Idle.jpg|thumb|none|600px|Browning Automatic rifle in idle.]]&lt;br /&gt;
[[File:BAR ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF1BARcharging.jpg|thumb|none|600px|Pulling back the charging handle while looking down, which shows off the rather detailed character model's hands.]]&lt;br /&gt;
[[File:BF1 BAR reload.jpg|thumb|none|600px|Reload. Note the vertical grip, as this is the BAR Trench variant.]]&lt;br /&gt;
[[File:BF1BARreload.jpg|thumb|none|600px|About to insert a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat==&lt;br /&gt;
The [[Chauchat]] Light Machine Gun appears in the &amp;quot;They Shall Not Pass&amp;quot; DLC. Ingame, it has the highest damage model of all of the Support class's machine guns, at the cost of a low rate of fire (still higher than the real weapon's; 360 RPM ingame versus the real steel's 240) and a mere 20-round capacity.&lt;br /&gt;
[[Image:Chauchat.jpg|thumb|500px|none|Chauchat Light Machine Gun - 8x50mmR Lebel]]&lt;br /&gt;
[[File:Bf1_chau1.jpg|thumb|none|600px|French soldier holding the Chauchat.]]&lt;br /&gt;
[[File:Bf1_chau2.jpg|thumb|none|600px|Holding the Chauchat.]]&lt;br /&gt;
[[File:Bf1_chau3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Bf1_chau4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mk.I==&lt;br /&gt;
The [[Hotchkiss M1909|Hotchkiss Mk.I]] light machine gun is one of the first Support class weapons, labeled as the &amp;quot;M1909 Benet-Mercie.&amp;quot; The reloading animation for the non-empty reload is inaccurate.&lt;br /&gt;
&lt;br /&gt;
For completion of the Battlefield 1 Singleplayer the player will be awarded &amp;quot;Trench Cleaner&amp;quot;, a skin for the M1909 Benet-Mercie that is usable in Multiplayer.&lt;br /&gt;
[[File:Hotchkiss.jpg|thumb|none|450px|Hotchkiss Mk.I - .303 British]]&lt;br /&gt;
[[File:bf1-m1909hotchikiss.jpg|thumb|none|600px|A soldier shooting a Hotchkiss Mk.I light machine gun.]]&lt;br /&gt;
[[File:bf1-m1909hotchikiss1.jpg|thumb|none|600px|Aiming the light machine gun.]]&lt;br /&gt;
[[File:bf1-m1909hotchikiss2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Trench Cleaner.jpg|thumb|none|600px|&amp;quot;Trench Cleaner&amp;quot; skin granted for the completion of Battlefield 1 Singleplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Huot Automatic Rifle==&lt;br /&gt;
The [[Huot Automatic Rifle]] is available for the Support class. One gun for each class requires reaching max level with the class (Level 10), whereas every other gun and variant is unlocked by Level 3; the Huot is the Support's Level 10 gun. There are two variants available in game, the &amp;quot;Low Weight&amp;quot; and &amp;quot;Optical&amp;quot; variants, though the Optical variant was exclusive to the War Stories until the Spring Patch on April 28, 2017, which added it as an unlockable to multiplayer.&lt;br /&gt;
[[File:Huot Automatic Rifle.jpg|thumb|none|500px|Huot Automatic Rifle - .303 British]]&lt;br /&gt;
[[File:Huot1.jpg|thumb|none|600px|Holding the Huot Automatic.]]&lt;br /&gt;
[[File:Huot2.jpg|thumb|none|600px|Holding the Huot.]]&lt;br /&gt;
[[File:HuotAutomaticBF1.jpg|thumb|none|600px|Reloading the Huot.]]&lt;br /&gt;
[[FIle:BF1 Huotcampaign.jpg|thumb|none|600px|Edwards holds a muddy unique Huot Automatic found in ''Fog of War.'' Looking down shows off the rather awkward ergonomics of converting a bolt action Ross rifle to fully-automatic.]]&lt;br /&gt;
[[FIle:BF1 Huotcampaignreload.jpg|thumb|none|600px|Charging the Huot.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] is the first light machine gun available to the Support class. It comes in the &amp;quot;Low Weight,&amp;quot; &amp;quot;Optical,&amp;quot; and &amp;quot;Suppressor&amp;quot; variants. The latter is equipped with a 97 round pan magazine, although is modeled out of the 47 round one.&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[File:bf1 lewis 1.jpg|thumb|none|600px|The Lewis Gun in-game.]]&lt;br /&gt;
[[File:bf1 lewis 2.jpg|thumb|none|600px|Aiming the Lewis.]]&lt;br /&gt;
[[File:bf1 lewis 3.jpg|thumb|none|600px|Reloading the Lewis Gun.]]&lt;br /&gt;
[[File:BF1Lewisreload.jpg|thumb|none|600px|Mashing in a new drum magazine.]]&lt;br /&gt;
[[File:BF1Lewischarging.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Madsen M1902==&lt;br /&gt;
The [[Madsen machine gun|Madsen M1902]] is a Danish light machine gun with a 30+1 magazine capacity. It comes in the &amp;quot;Low Weight,&amp;quot; &amp;quot;Trench,&amp;quot; and &amp;quot;Storm&amp;quot; variants. In the December 16th, 2016 patch, all the &amp;quot;Low-Weight&amp;quot; machine guns were given bipods.&lt;br /&gt;
[[File:MadsenGun1.jpg|thumb|none|450px|Madsen Light Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Bf1-madsen_1.jpg|thumb|none|600px|A Support gunner holds the Madsen MG.]]&lt;br /&gt;
[[File:Bf1-madsen3.jpg|thumb|none|600px|Aiming the Madsen.]]&lt;br /&gt;
[[File:Bf1-madsen2.jpg|thumb|none|600px|Reloading the machine gun.]]&lt;br /&gt;
[[File:BF1Madsenreload.jpg|thumb|none|600px|Loading a new magazine into the M1902. Note the added bipod compared to the older screenshots above.]]&lt;br /&gt;
[[File:BF1Madsencrank.jpg|thumb|none|600px|Giving the crank-style charging handle a pull.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08/15==&lt;br /&gt;
A rare &amp;quot;man-portable&amp;quot; variant of the famous [[Maxim]] heavy machine gun, the [[Maxim MG08/15]] appears in the game. The weapon has exceptional recoil and shot spread when fired initially, but longer continuous bursts allow the weapon to settle and become more accurate provided the player character using it is not moving; crouching assists with this mechanic by making the length of a burst required for the recoil to settle down far shorter. The fact that the iron sights of the weapon cannot be used makes the above gameplay mechanic the only way to use the weapon accurately.  &lt;br /&gt;
&lt;br /&gt;
In singleplayer the Maxim MG08/15 is the first weapon used by the Italian ''Arditi'' unit member Luca Vincenzo Cocchiola, the protagonist of the third &amp;quot;War Story&amp;quot; chapter, titled ''Avanti Savoia''. Luca uses both the machine gun and anachronistically-effective body armour to accomplish the herculean task of storming his way up a mountain in the Italian Dolomites defended by the Austro-Hungarian army, all to protect his twin brother Matteo in a unit fighting nearby.  In multiplayer, the Maxim MG08 is available to any player character who can pick up a &amp;quot;Sentry Kit&amp;quot; from weapon crates that randomly spawn through a level. Mirroring Luca's exploits, any soldiers picking up a &amp;quot;Sentry Kit&amp;quot; in multiplayer are also automatically equipped with the same body armour Luca used, which makes them much more resistant to almost any form of weapon damage, but leaves the user unable to put on a gas mask and thus extremely vulnerable to ingame chemical weaponry. &lt;br /&gt;
&lt;br /&gt;
[[Image:Maxim MG08-15.jpg|thumb|none|450px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BF1_MG08-15_1.jpg|thumb|none|600px|The Maxim MG08/15 lies in a weapon crate, stashed along with pieces of body armour. Experiments with body armour in WWI were partially successful in producing heavy and bulky suits that could defend the user against shrapnel and pistol caliber rounds, but could not protect against rifle-caliber guns. In addition, body armor like this was likely never used by the real ''Arditi'' (Italian for &amp;quot;Daring Ones&amp;quot;) units in WWI, who were primarily armed with a dagger and grenades and normally sent to clear enemy trenches just after a suppressing barrage from friendly artillery lifted.]]&lt;br /&gt;
[[Image:BF1_MG08-15_2.jpg|thumb|none|600px|Holding the Maxim MG08/15 heavy machine gun. As this screenshot shows, it has been fitted with an ahistorical &amp;quot;chainsaw grip&amp;quot;; this seems to be a carrying handle from the Hotchkiss Mk. I.]]&lt;br /&gt;
[[Image:BF1_MG08-15_3.jpg|thumb|none|600px|Reloading; replacing the 200-round belt box.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers= &lt;br /&gt;
&lt;br /&gt;
==Wechselapparat M1917==&lt;br /&gt;
The [[Flammenwerfer M.16#Wechselapparat M1917|Wechselapparat M1917]] appears in the game. In real life, it was the first flamethrower in history intended for, and capable of, being carried and operated by one man; disappointingly, it goes by the shorter name &amp;quot;Wex&amp;quot; rather than the original &amp;quot;Wechselapparat&amp;quot; moniker, depriving us all of the opportunity to hear people unfamiliar with German pronunciations stumble over the name. As with most flamethrowers in film and video games, the Wechselapparat is very short-ranged, cannot spread unignited fuel to create a flammable pool for later ignition, and is treated as having infinite ammunition despite the severely low fuel reserves mandated by weight considerations for man-portable flamethrowers. All this said, it does have considerably better range and damage than most video game flamethrowers, and the sounds it creates (initial ignition, flames themselves, and inevitable screaming) along with the flame effects make for a powerful and terrifying weapon to use or face.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the Wechselapparat is available to all sides via the &amp;quot;Flame Trooper Kit&amp;quot; weapon crates that randomly spawn in multiplayer levels, and is always depicted as spraying a small amount of unlit fuel before the pilot light gets going, most likely for balance reasons. Players using this kit are also automatically equipped with body armour similar to but not as effective as that given to the users of the &amp;quot;Sentry Kit&amp;quot;, presumably to allow Flame Troopers to weather some fire while getting close enough to use their primary weapon. &lt;br /&gt;
&lt;br /&gt;
In singleplayer it is never available to the player, but is seen right from the first &amp;quot;War Story&amp;quot; chapter &amp;quot;Storm of Steel&amp;quot; and the &amp;quot;Through Mud and Blood&amp;quot; chapter, always in the hands of German flame troopers who also wear anachronistically-effective body armour. The flame troopers in singleplayer do possess a weak point, however, as a few hits from any firearm to the Wechselapparat's back-mounted fuel tank is enough to always cause ignited fuel to spray out through the puncture, condemning the attached flame trooper to a flailing fit of screaming through his gas mask, shortly before exploding in a good-sized ball of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Wex flam.jpg|thumb|none|400px|Wechselapparat ''Wex'' M1917. Wechselapparat in German means &amp;quot;exchange apparatus,&amp;quot; referring to how the nitrogen propellant gas in the spherical central tank is exchanged to the larger doughnut-shaped fuel tank, pumping out the fuel.]]&lt;br /&gt;
[[File:bf1 wex 1.jpg|thumb|none|600px|The ''Wechselapparat'' lies in a weapon crate.]]&lt;br /&gt;
[[File:bf1 wex 3.jpg|thumb|none|600px|An American soldier holds the ''Wex''.]]&lt;br /&gt;
[[File:bf1 wex 2.jpg|thumb|none|600px|A German soldier lays down flames with his Wex in the first Trailer.]]&lt;br /&gt;
[[File:bf1 wex 4.jpg|thumb|none|600px|Another American soldier on the right with a Wex Flamethrower. In reality, the Entente forces would develop and deploy their own flamethrowers after seeing the German ones in action, but those do not appear in this game.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==1.59-inch Breech-Loading Vickers Q.F. Gun, Mk II==&lt;br /&gt;
&lt;br /&gt;
The 1.59-inch Breech-Loading Vickers Q.F. Gun Mk II, a rather obscure weapon designed for attacking enemy fortifications and quickly replaced in infantry use by the [[Stokes Trench Mortar]], is a deployable weapon for the Assault class, similar to the rocket and missile launchers of previous games. It is referred to in the game as the &amp;quot;AT Rocket Gun,&amp;quot; which is an error not entirely of the developers' making: due to the two flames emitted from holes in the base of incendiary shells for the aircraft-mounted version, it was popularly known as the &amp;quot;Vickers-Crayford Rocket Gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:1.59-inch Crayford gun photograph.jpg|thumb|none|400px|1.59-inch Breech-Loading Vickers Q.F. Gun, Mk II - 1.59 in (40 mm)]]&lt;br /&gt;
[[Image:Bf1 unk mg.jpg|600px|thumb|none|The Vickers Q.F. Gun, with its mounting deployed on a wall.]]&lt;br /&gt;
[[Image:Bf1_cray1.jpg|600px|thumb|none|Aiming the Vickers Q.F. Gun.]]&lt;br /&gt;
[[Image:Bf1_cray2.jpg|600px|thumb|none|Loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield Grenade launcher==&lt;br /&gt;
The Medic class can equip their long guns with British Enfield cup-type grenade launchers to fire rifle grenades.&lt;br /&gt;
[[File:GrenadeCup001.jpg |thumb|none|300px|The &amp;quot;cup&amp;quot; attachment at the muzzle of a Lee Enfield No.1 Mk. III]]&lt;br /&gt;
[[Image:Bf1 riflegre.jpg|600px|thumb|none|The grenade launcher mounted on a [[Winchester Model 1907]].]]&lt;br /&gt;
&lt;br /&gt;
==Grenade Crossbow==&lt;br /&gt;
A Grenade Crossbow is available for the support class. The Crossbow looks very similar to those that are used in the movie ''[[Capitaine Conan]]''.&lt;br /&gt;
[[Image:Bf1 cross1.jpg|600px|thumb|none|A support gunner holds the crossbow.]]&lt;br /&gt;
[[Image:Bf1 cross2.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
  &lt;br /&gt;
==Flachmine 17==&lt;br /&gt;
The German Flachmine 17 Anti-Tank mine is available for the Assault class.&lt;br /&gt;
[[File:bf1 flach1.jpg|thumb|none|600px|The Flachmine 17 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Geballte Ladung==&lt;br /&gt;
The [[Model 24 Stielhandgranate|Geballte Ladung]] appears as a weapon used by the Assault class (referred to as the &amp;quot;Anti-Tank Grenade&amp;quot;). Note that is the model for the anachronistic [[Model 24 Stielhandgranate]] instead of the accurate [[Model 16 Stielhandgranate|Model 16]] or the [[Model 17 Stielhandgranate|Model 17]].&lt;br /&gt;
[[File:M24 geballte ladung.jpg|thumb|none|200px|Model 24 &amp;quot;Geballte Ladung&amp;quot; (&amp;quot;Bundled Charge&amp;quot;)]]&lt;br /&gt;
[[File:bf1 geballte 1.jpg|thumb|none|600px|An Italian soldier with a Geballte Ladung.]]&lt;br /&gt;
[[File:Bf1-Grenade.jpg|thumb|none|600px|A soldier holding a Model 24 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Jam Tin Grenade==&lt;br /&gt;
The [[Jam Tin Grenade]] is used by the player who destroys the radio in the Rush mode.&lt;br /&gt;
[[File:Gws-jamtinbomb.jpg|thumb|none|300px|Jam Tin Grenade]]&lt;br /&gt;
[[File:Bf1-jamtin.jpg|thumb|none|500px|The grenade placed on the table.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
The American Mk.V CN Gas Grenade appears as the &amp;quot;Gas Grenade''.&lt;br /&gt;
[[File:bf1_gas_1.jpg|thumb|none|600px|The Mk.V ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The [[Mills Bomb]] is the common grenade for the Allied nations in-game. Appears as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:bf1_mills_1.jpg|thumb|none|600px|A British soldier throws a Mills Bomb.]]&lt;br /&gt;
&lt;br /&gt;
==Model 15 Diskushandgranate==&lt;br /&gt;
The Diskushandgranate appears as the &amp;quot;Impact Grenade&amp;quot;.&lt;br /&gt;
[[File:Disc grenade 1914 called 'Turtle' grenade.jpg|thumb|none|250px|Model 15 Diskushandgranate.]]&lt;br /&gt;
[[File:bf1_m15diskus_1.jpg|thumb|none|300px|The M1915 &amp;quot;Turtle&amp;quot; disk grenade in the menu.]]&lt;br /&gt;
[[File:bf1_m15_1.jpg|thumb|none|600px|A German soldier throws the ''Diskushandgranate''.]]&lt;br /&gt;
&lt;br /&gt;
==Model 17 Eierhandgranate==&lt;br /&gt;
The [[Model 17 Eierhandgranate]] appears as the &amp;quot;Mini Grenade&amp;quot;.&lt;br /&gt;
[[File:M17-Ehg.jpg|thumb|none|120px|Model 17 Eierhandgranate.]]&lt;br /&gt;
[[File:bf1_m17_ei_1.jpg|thumb|none|300px|The Eierhandgranate in the menu.]]&lt;br /&gt;
[[File:bf1_m17_1.jpg|thumb|none|600px|The ''Eierhandgranate'' ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The anachronistic [[Model 24 Stielhandgranate]] (identified by the lack of a belt clip on the head) is the standard grenade for the Central Powers in-game: this version, as the name suggests, was not actually available until 1924, with the [[Model 15 Stielhandgranate]], [[Model 16 Stielhandgranate]] and [[Model 17 Stielhandgranate]] being the appropriate WW1 variants. Appears as the &amp;quot;Stick Grenade&amp;quot;.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:bf1_m24_1.jpg|thumb|none|600px|A German Medic throws a ''Stielhandgranate''.]]&lt;br /&gt;
&lt;br /&gt;
==No. 2 Mk II Hale Grenade==&lt;br /&gt;
The British No. 2 Mk II Hale Grenade appears as the ''Light Anti-Tank Grenade''.&lt;br /&gt;
[[Image:Page1No2Mk2.jpg|thumb|none|200px|British No.2  Mk II Hale grenade]]&lt;br /&gt;
[[File:bf1_hale_1.jpg|thumb|none|600px|A soldier throws the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No.27 Smoke Grenade==&lt;br /&gt;
British No.27 smoke grenade appears as the ''Incendiary Grenade''.&lt;br /&gt;
[[Image:No27 smoke grenade.jpg|thumb|none|200px|British No.27 smoke grenade]]&lt;br /&gt;
[[File:bf1_n027_1.jpg|thumb|none|600px|The No.27 grenade is thrown by the player.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==4 inch Stokes Mortar==&lt;br /&gt;
The Mark V tanks can be equipped with 4 inch Stokes Mortars&lt;br /&gt;
[[File:bf1_stokes_1.jpg|thumb|none|600px|The Mortar mounted on a Mark V.]]&lt;br /&gt;
 &lt;br /&gt;
==7.7 cm Feldkanone 96 n.A.==&lt;br /&gt;
During the second gameplay trailer, one player character is seen manning a 7.7cm Feldkanone 96 n.A., followed by the POV player character taking control of one and using it to shoot a British Mark V &amp;quot;male&amp;quot; tank. More Feldkanones are seen around control points in multiplayer footage.&lt;br /&gt;
&lt;br /&gt;
[[File:800px-7.7 cm Feldkanone 16 IMG 6414b.jpg|thumb|none|400px|7.7 cm Feldkanone 96 neuer Art - 77mm]]&lt;br /&gt;
[[File:bf1 fieldcannon 1.jpg|thumb|none|600px|An Entente soldier fires the Feldkanone. The gun would normally require a crew of five. Granted, this is somewhat justified by the agonizingly slow reload, but not where the limitless supply of shells is supposed to be hiding.]]&lt;br /&gt;
[[File:bf1 fieldcannon 2.jpg|thumb|none|600px|Loading a shell.]]&lt;br /&gt;
[[Image:BF1-Feldcanone-1.jpg|thumb|none|600px|A Feldkanone with camouflage.]]&lt;br /&gt;
&lt;br /&gt;
==9.2 inch Mark I Siege Howitzer==&lt;br /&gt;
The 9.2 inch Mark I Siege Howitzer is available with the &amp;quot;They Shall Not Pass&amp;quot; DLC. Unlike the 21 cm Mörser 16 the player can use this Howitzer on the maps &amp;quot;Verdun - Heights&amp;quot; and &amp;quot;Soissons&amp;quot; in the Operation mode. It fires explosive, smoke  and gas shells. In the first mission of &amp;quot;Avanti Savoia&amp;quot; a few unprepared Siege Howitzers can be seen at the beginning.&lt;br /&gt;
[[File:9.2inch Mark 1 Howitzer.JPG |thumb|none|400px|9.2 inch Mark I Siege Howitzer]]&lt;br /&gt;
[[File:bf1_siege_howitzer.jpg|thumb|none|600px|The Howitzer in the trailer.]]&lt;br /&gt;
[[File:bf1_siege_howitzer1.jpg|thumb|none|600px|Manning the Howitzer.]]&lt;br /&gt;
[[File:bf1_siege_howitzer2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
  &lt;br /&gt;
==21 cm Mörser 16==&lt;br /&gt;
Fixed German 21cm Mörser 16 heavy howitzers are seen around base areas in the multiplayer. In the singleplayer campaign British and German soldiers use this howitzers.&lt;br /&gt;
[[File:21-cm-Mörser 16.jpg|thumb|none|400px|Langer 21 cm Mörser Model 16, displayed at the Finnish Artillery Museum in Hämeenlinna - 210mm]]&lt;br /&gt;
[[File:bf1 mörser 01.jpg|thumb|none|600px|A Mörser is prepared by an British soldier in the Mission ''Through Mud and Blood''.]]&lt;br /&gt;
[[File:bf1 mörser 1.jpg|thumb|none|600px|3 Mörsers on the multiplayer map ''St. Quentin Scar''.]]&lt;br /&gt;
&lt;br /&gt;
==38-cm-SK-L/45==&lt;br /&gt;
The Kaliber 38 cm, ''Schnell-Ladekanone'', Kaliberlänge 45 (also called ''Langer Max'', Long Max) can be seen on the map &amp;quot;Rupture&amp;quot;. It cannot be used but it fires at regular intervals. In the &amp;quot;Nothing is Written&amp;quot; campaign the Railroad gun is mounted on the Ottoman armoured train.&lt;br /&gt;
[[File:bf1_rail1.jpg|thumb|none|600px|The ''Schnell-Ladekanone'' on the map &amp;quot;Rupture&amp;quot;.]]&lt;br /&gt;
[[File:bf1_rail2.jpg|thumb|none|600px|Different view.]]&lt;br /&gt;
&lt;br /&gt;
==Becker Type M2 20mm==&lt;br /&gt;
[[Becker machine gun|Becker Type M2 20mm]] is seen in multiplayer footage mounted on Zeppelins and Bomber Aircraft. It is also mounted on boats in the game.&lt;br /&gt;
[[File:Becker Type M2.jpg|thumb|none|450px|Becker Type M2 - 20mm]]&lt;br /&gt;
[[File:Bf1-becker1.jpg|thumb|none|600px|The Becker mounted on a crashed Zeppelin part.]]&lt;br /&gt;
[[File:Bf1-becker3.jpg|thumb|none|600px|Manning the Becker.]]&lt;br /&gt;
[[File:Bf1-becker2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Bf1-madsen.jpg|thumb|none|600px|A Becker Type M2 20mm Auto-Cannon that is mounted on a German Gotha Bomber.]]&lt;br /&gt;
&lt;br /&gt;
==Granatenwerfer 16==&lt;br /&gt;
A Granatenwerfer 16 is available as a gadget for the Support class and comes with two variants, an Airburst version ideal for Infantry but dealing minimal damage to vehicles and a High Explosive (HE) variant ideal for enemy armor but dealing less splash damage to infantry. &lt;br /&gt;
[[File:Granatenwerfer 16.jpg|thumb|none|300px|Granatenwerfer 16]]&lt;br /&gt;
[[File:bf1 grf16 1.jpg|thumb|none|600px|The Granatenwerfer 16 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mle 1914==&lt;br /&gt;
The [[Hotchkiss Mle 1914]] is mounted on the Saint-Chamond assault tank and Char 2C Super Heavy Tank.&lt;br /&gt;
[[Image:M1914Hotchkiss.jpg|thumb|none|500px|The Hotchkiss Mle 1914.]]&lt;br /&gt;
[[File:BF1 Saint Chamond.jpg|thumb|none|600px|The Saint Chamond tank in Battlefield 1. Note the Hotchkiss MGs mounted around the front and sides.]]&lt;br /&gt;
[[File:BF1_hotch14_1.jpg|thumb|none|600px|The Hotchkiss mounted on the Saint Charmond.]]&lt;br /&gt;
[[File:BF1_hotch14.jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The British Mark V tank incorrectly has a [[Lewis Gun]] mounted on the bow, which can be used by the driver; in real life, there would be a separate gunner for the machine gun mounted here. Lewis guns were mounted on previous Marks of British tank, but the Mark V used Hotchkiss guns instead. Mark V tanks seem to be used by both sides, which is actually accurate; huge numbers of tanks were abandoned following failed advances and pressed back into service with German forces.&lt;br /&gt;
&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[Image:BF1-Lewis-3.jpg|thumb|none|600px|A German soldier leaps dramatically into his pilfered Mark V tank, showing the pan magazine of the bow-mounted Lewis gun.]]&lt;br /&gt;
[[Image:BF1-Lewis-2.jpg|thumb|none|600px|View from the bow-mounted Lewis.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Mk II Aircraft MG==&lt;br /&gt;
[[Lewis Gun|Lewis Mk II Aircraft MG]]s are mounted on British planes.&lt;br /&gt;
[[File:Rafmachinegunlewis3.jpg|thumb|none|500px|Lewis Mk II Aircraft MG - .303 British]]&lt;br /&gt;
[[File:bf1 lewisair.jpg|thumb|none|600px|The Lewis Mk II ingame.]]&lt;br /&gt;
[[File:bf1 lewisair 1.jpg|thumb|none|600px|The gunner of a Bristol F.2  biplane using a Lewis Mk II Aircraft MG.]]&lt;br /&gt;
[[File:bf1 lewisair2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==LMG 08/15==&lt;br /&gt;
[[Maxim|LMG 08/15]] machine guns are mounted on a German planes.&lt;br /&gt;
[[File:lmg08-15 air.jpg|thumb|none|500px|LMG 08/15 Air-Cooled - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:bf1 lmg0815 1.jpg|thumb|none|600px|A German pilot looks through his LMG 08/15.]]&lt;br /&gt;
[[File:Bf1-lmg08.jpg|thumb|none|600px|A pair mounted on a Fokker Dr I Triplane.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim Gun==&lt;br /&gt;
&lt;br /&gt;
Fixed [[Maxim]] machine guns can be found around maps seen in the multiplayer pre-alpha. These are shown fitted with a Russian-style ribbed water jacket. A similar Maxim is seen mounted in a cupola on top of the British airship, which is actually a German P-Class Zeppelin.&lt;br /&gt;
&lt;br /&gt;
[[Image:Maxim1910.jpg|thumb|none|450px|Maxim 1910 with 'Sokolov' wheel mount, w/o shield - 7.62x54mmR]]&lt;br /&gt;
[[Image:BF1-Maxim-0.jpg|thumb|none|600px|A Maxim gun on the Battlefield.]]&lt;br /&gt;
[[Image:BF1-Maxim-1.jpg|thumb|none|600px|A German soldier mans a Maxim near his base.]]&lt;br /&gt;
[[Image:BF1-Maxim-2.jpg|thumb|none|600px|A British soldier spawns on top of the Zeppelin, the E prompt showing he is already trying to jump out of it in a rather ill-advised fashion.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
 &lt;br /&gt;
The German A7V tank is equipped with a 57mm main gun and a number of [[Maxim MG08]] machine guns that can be used by the crew. As with the Mark V, the A7V is shown being used by both sides, which is a little less likely since only 20 were built (''Generalquartiermeister'' Erich Ludendorff was disinterested in tanks, declaring them to merely be a &amp;quot;nuisance&amp;quot;) and the British and French already had tanks that were superior to them.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BF1-MG08-1.jpg|thumb|none|600px|A A7V in &amp;quot;Mephisto&amp;quot; optic with 2 rear-mounted MG08 machine guns.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim QF 1 Pounder &amp;quot;Pom-Pom&amp;quot;==&lt;br /&gt;
Maxim QF 1 Pounders appear in certain fixed locations on maps.&lt;br /&gt;
[[Image:QF 1 Pounder.jpg|thumb|none|400px|Maxim-Nordenfelt QF Mk II 1-pounder Pom-Pom gun at the Imperial War Museum, London - 37x94mm R]]&lt;br /&gt;
[[File:bf1 maximqf1.jpg|thumb|none|600px|A Maxim QF 1 Pounder on the Battlefield.]]&lt;br /&gt;
[[File:bf1 maximqf1 1.jpg|thumb|none|600px|Manning the Maxim-Nordenfelt.]]&lt;br /&gt;
&lt;br /&gt;
==Parabellum MG14==&lt;br /&gt;
[[Parabellum MG14]]s are mounted on Halbterstadt and Gotha planes. In the last mission of &amp;quot;Friends in High Places&amp;quot;, the German Zeppelin is armed with a pair of them.&lt;br /&gt;
[[File:Parabellum MG14.jpg|thumb|none|500px|Parabellum MG14 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:bf1 paramg.jpg|thumb|none|600px|The MG14 mounted on a Halberstadt.]]&lt;br /&gt;
[[File:bf1 paramg 1.jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:bf1 paramg 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk 1==&lt;br /&gt;
[[Vickers MK1 Machine Gun|Vickers Mk 1 Machine Gun]]s are mounted on British Pattern 1914 Rolls-Royce Armoured &amp;lt;!--With a u, it's their actual name--&amp;gt; Cars.&lt;br /&gt;
&lt;br /&gt;
[[Image:Vickers gun.JPG|thumb|none|350px|Vickers gun with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:bf1 Vickers 1.jpg|thumb|none|600px|The Vickers Mk 1 on the Armoured Car. These vehicles were an armored body placed on a repurposed Rolls-Royce Silver Ghost chassis.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
&lt;br /&gt;
==Carcano 1891 Placeholder Rifle==&lt;br /&gt;
Italian soldiers in the first trailer are seen with what appear to be ersatz [[Carcano Rifle Series|Carcano 1891 Cavalry Carbine]]s made out of the game's other rifle models. The model, while only witnessed briefly, is very incomplete. The Carcano ultimately does not appear in the release version of the game.&lt;br /&gt;
[[Image:CarcanoM38CavCarbine.jpg|thumb|none|450px|Carcano M91/38 Cavalry Carbine with folded bayonet - 6.5x52mm]]&lt;br /&gt;
[[File:bf1 un 1.jpg|thumb|none|600px|Italian soldiers charging. Note that there are no folding bayonets.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-style=&amp;quot;height: 30px;&amp;quot;&lt;br /&gt;
!align=center colspan=&amp;quot;3&amp;quot; bgcolor=#D0E7FF |&amp;lt;div style=&amp;quot;font-size: 125%;&amp;quot;&amp;gt;''[[Battlefield]]'' Franchise&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;150&amp;quot;|'''Main series'''||style=&amp;quot;padding-left: 1em&amp;quot; width=&amp;quot;550&amp;quot;|''[[Battlefield: 1942]]'' (2002){{@}}''[[Battlefield: Vietnam]]'' (2004){{@}}''[[Battlefield 2]]'' (2005){{@}}''[[Battlefield 3]]'' (2011){{@}}''[[Battlefield 4]]'' (2013) {{@}}'''''Battlefield 1''''' (2016)&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;150&amp;quot;|'''Bad Company Series'''||bgcolor=#E8E8E8 style=&amp;quot;padding-left: 1em&amp;quot;|''[[Battlefield: Bad Company]]'' (2008){{@}}''[[Battlefield: Bad Company 2]]'' (2010)&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;150&amp;quot;|'''Spin-Offs'''||bgcolor=#E8E8E8 style=&amp;quot;padding-left: 1em&amp;quot;|''[[Battlefield: 1943]]'' (2009){{@}}''[[Battlefield Hardline]]'' (2014)&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;150&amp;quot;|'''Third-Party Modifications'''||style=&amp;quot;padding-left: 1em&amp;quot;|''[[Battlefield: 1918]]'' (2003){{@}}''[[Forgotten Hope]]'' (2003){{@}}''[[Desert Combat]]'' (2003){{@}}''[[Forgotten Hope 2]]'' (2005){{@}}''[[Project Reality]]'' (2005){{@}}''[[Project Reality: Falklands]]'' (2012){{@}}''[[Project Reality: Vietnam]]'' (2012){{@}}''[[Project Reality: Normandy]]'' (2013)&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;150&amp;quot;|'''Free-to-Play'''||bgcolor=#E8E8E8 style=&amp;quot;padding-left: 1em&amp;quot;|''[[Battlefield Heroes]]'' (2009){{@}}''[[Battlefield Play4Free]]'' (2011)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_1&amp;diff=1106035</id>
		<title>Battlefield 1</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_1&amp;diff=1106035"/>
		<updated>2017-05-13T14:41:57Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Martini-Henry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield 1&lt;br /&gt;
|picture=Battlefield1.jpg&lt;br /&gt;
|caption=''PC Boxart''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date= October 21, 2016&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;XBOX One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 1''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts, and the latest installment in the popular ''[[Battlefield]]'' series. It is set in a fictionalized version of the First World War, with players taking on the role of soldiers in the trenches or controlling vehicles from tanks and early fighter planes to armored trains and Zeppelins.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The game's class system is altered somewhat from previous incarnations. The Assault class is close to the anti-tank classes of previous games, using heavy anti-vehicle weapons and submachine guns or shotguns, the Medic class are general-purpose combatants with automatic or semi-automatic rifles, the Support class use machine guns, and the Scout class use sniper rifles. There are also new vehicle-using &amp;quot;Tanker&amp;quot; and &amp;quot;Pilot&amp;quot; classes, both using pistol-carbines and the former having a repair tool; these appear to be automatically assigned if the player chooses to spawn directly inside a vehicle.&lt;br /&gt;
&lt;br /&gt;
''Battlefield 1'' has changed the way weapons work in the form of certain attachments. Each weapon has a set number of variants with pre-allocated attachments instead of allowing the player to customize their attachment loadout. The only attachments that can be customized by the player are Ironsights, Bayonets, Magnification range and in the case of automatic weapons adjusting the direction of recoil control. Below is a list of common names referring to each variant.&lt;br /&gt;
&lt;br /&gt;
* Factory - Describes the weapon being light weight having fast movement speeds and ADS times. No Attachments installed. &lt;br /&gt;
&lt;br /&gt;
* Trench - Refers to the weapon having improved hip fire or close range abilities. Typically equipped with a foregrip or some unique cases such as the Winchester 1895, a caliber change. &lt;br /&gt;
&lt;br /&gt;
* Storm - Refers to the weapon having improved ADS Accuracy even when moving. Formerly called &amp;quot;Light Infantry&amp;quot; in the Alpha and Open Beta versions. &lt;br /&gt;
&lt;br /&gt;
* Optical - Attaches an experimental optical &amp;quot;Dot&amp;quot; sight for greater ADS accuracy. In some weapons such as those in the Assault class, it adds both the sight and a foregrip. &lt;br /&gt;
&lt;br /&gt;
* Marksman - Attaches a medium range optical sight with a magnification range between 2.5x and 5x as well as bipod. &lt;br /&gt;
&lt;br /&gt;
* Sniper - Equipped with a long range optical sight with magnification ranges between 5x and 10x as well as a bipod for stabilised accuracy. The Mondragon rifle is the only medic rifle to support this variant, only the Scout class has the variant otherwise. &lt;br /&gt;
&lt;br /&gt;
* Backbored - Applies to Shotguns, refers to the weapon using low-recoil buckshot allowing for less recoil but faster damage drop off. &lt;br /&gt;
&lt;br /&gt;
* Hunter - Applies to Shotguns, attaches a choke tightening shot spread for greater range. &lt;br /&gt;
&lt;br /&gt;
* Slug - Only applies to the Model 10-A, equipped with Slugs and a Magnified Dot Sight. Formerly called the &amp;quot;Heavy&amp;quot; variant in the Open Beta. &lt;br /&gt;
&lt;br /&gt;
* Extended - Extends the weapons magazine, only the Browning Auto-5 and Remington Model 8 have this variant prefix. &lt;br /&gt;
&lt;br /&gt;
* Low Weight - Applies to Machine Guns, identical to the &amp;quot;Factory&amp;quot; variant having no attachments but improved movement speed and ADS times. &lt;br /&gt;
&lt;br /&gt;
* Telescopic - Applies to Machine Guns, Equipped with a bipod and a medium range optical sight with a magnification range between 2.5x and 5x. &lt;br /&gt;
&lt;br /&gt;
* Suppressive - Applies to Machine Guns, extends the weapons magazine capacity, adds a bipod and attaches an optical sight. &lt;br /&gt;
&lt;br /&gt;
* Infantry - Applies to Scout weapons, removes optical sights in place of standard ironsights, considered identical to the &amp;quot;Factory&amp;quot; prefix. &lt;br /&gt;
&lt;br /&gt;
* Carbine - Applies to Scout Weapons, removes the medium or long range telescopic sight in place of a short range &amp;quot;Dot&amp;quot; sight with increased movement, ADS times and slightly better hip fire accuracy. &lt;br /&gt;
&lt;br /&gt;
* Sweeper - Only available to the Winchester 1907 and the M97 Trench Gun. In case of the 1907 it adds a foregrip and select fire functionality improving hip fire and close range effectiveness while the M97 shotgun adds a duckbill choke for greater shot dispersion. &lt;br /&gt;
&lt;br /&gt;
* Experimental - Applies only to the MP18 and Springfield 1903. MP18 Experimental locks the weapon to a three round burst, having greater long range accuracy. The Springfield 1903 Experimental attaches the Pedersen device.&lt;br /&gt;
&lt;br /&gt;
In addition, taking a page from ''[[Battlefield Hardline]]'', each of the classes have their own class-exclusive sidearms.  However, there are also a small handful of all-class sidearms available.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Beretta M1915==&lt;br /&gt;
The [[Beretta M1915]] is available as one of the Support class's sidearms as the &amp;quot;Modello 1915.&amp;quot; Able to kill in 4 shots at short distances, it offers a decent sized magazine at 8 rounds plus one chambered and a fast rate of fire for the pistol class. &lt;br /&gt;
[[File:Beretta M1915.jpg|thumb|none|300px|Beretta M1915 - .32 ACP]]&lt;br /&gt;
[[Image:BF1-ber15_1.jpg|thumb|600px|none|British soldier holds the Beretta 1915.]]&lt;br /&gt;
[[Image:BF1-ber15_2.jpg|thumb|600px|none|Aiming the pistol.]]&lt;br /&gt;
[[Image:BF1-ber15_3.jpg|thumb|600px|none|Reloading, note the unusual sight of trigger discipline in World War I. Also note that the slide is locked back, which is impossible as the M1915 has no mechanism to lock the slide back besides a magazine cut out. ]]&lt;br /&gt;
&lt;br /&gt;
==Borchardt C-93==&lt;br /&gt;
The [[Borchardt C-93]] is an available pistol that can be utilised by all classes once unlocked by getting to Rank 10 with the Support Class. It inflicts similar damage to some of the faster firing pistols at 4 shots within close range but is hampered by a somewhat average rate of fire. It does however possess one of the best hip fire ratings of all the pistols. &lt;br /&gt;
[[Image:borchardtc93.jpg|thumb|400px|none|Borchardt C-93 - 7.65x25mm Borchardt]]&lt;br /&gt;
[[Image:BF1 Gamescom Trailer C93.jpg|thumb|600px|none|A German soldier holds the Borchardt.]]&lt;br /&gt;
[[Image:BF1_ C93_2.jpg|thumb|600px|none|Aiming the Borchardt.]]&lt;br /&gt;
[[Image:BF1_ C93_3.jpg|thumb|600px|none|Reloadng.]]&lt;br /&gt;
[[Image:BF1_ C93_4.jpg|thumb|600px|none|Chambering the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1903 Hammerless==&lt;br /&gt;
A [[Colt 1903 Hammerless]] is available for the Assault class. It is the fastest firing pistol in the Assault Class at 450 RPM but is also relatively weak, killing in about 4 shots at close range. &lt;br /&gt;
[[Image:ColtM1903HammerlessWoodGrips.jpg|thumb|300px|none|Colt 1903 Hammerless with Colt Wood Grips - .32 ACP]]&lt;br /&gt;
[[File:BF1_colt1903_1.jpg|thumb|none|600px|An Assault Gunner holds the Colt.]]&lt;br /&gt;
[[File:BF1_colt1903_2.jpg|thumb|none|600px|Aiming the Colt.]]&lt;br /&gt;
[[File:BF1_colt1903_3.jpg|thumb|none|600px|Reloading. Note the inaccurate locked back slide despite the empty magazine being removed and replaced. '''However, as of the February 2017 patch, the animation was updated to properly depict the slide as remaining in battery after the last shot is fired.''']]&lt;br /&gt;
[[File:BF1Colt1903reload.jpg|thumb|none|600px|Powerstroking the slide of the Hammerless, similar to the M1911.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911/A1==&lt;br /&gt;
The &amp;quot;M1911&amp;quot; in the game is a hybrid with features of both the [[M1911]] and [[M1911A1]], the latter being anachronistic since the M1911A1 was not standardised until 1926. It has a long M1911-style trigger and hammer spur and a short grip safety spur, but an A1-style frame cutout behind the trigger, no diamond markings on the grip, and a curved mainspring housing. The M1911 is the default starting pistol and is able to kill a target within 3 shots at close range with a moderate rate of fire and reload time, however its weapon spread and recoil are more severe than other pistols. &lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|none|300px|Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|300px|none|Pre-War Colt M1911A1 Pistol - Commercial Model known as the &amp;quot;Colt Government Model&amp;quot; - .45 ACP. This has a deep Colt factory blued finish, common for commercial variants before and after the war.]]&lt;br /&gt;
[[File:BF1_M1911_hellfighter.jpg|thumb|none|600px|The Colt M1911 Hellfighter ingame.]]&lt;br /&gt;
[[File:BF1 M1911 Idle.jpg|thumb|none|600px|A M1911 with a two-toned finish, an in-game skin for the M1911 called &amp;quot;The Incarcerator,&amp;quot; rewarded to players who completed an M1911-specific community mission in Battlefield 4 and Battlefield Hardline before October 17th, 2016.]]&lt;br /&gt;
[[File:BF1 M1911 ADS.jpg|thumb|none|600px|ADS.]]&lt;br /&gt;
[[File:BF1 M1911 mid-reload.jpg|thumb|none|600px|Mid-reload.]]&lt;br /&gt;
[[File:M1911 empty reload.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:BF1M1911reload.jpg|thumb|none|600px|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911/A1 &amp;quot;Extended&amp;quot;===&lt;br /&gt;
The &amp;quot;M1911 Extended&amp;quot; is a pistol-carbine variant of the [[Colt M1911]], uses by Tankers and Pilots. It's semi-automatic, has a 15 round magazine, and is fitted with a wire-frame stock and Thompson-style foregrip (the same foregrip featured on Trench-variant weapons in the game). In a notable (but acknowledged by the devs) animation error, the weapon is animated as a double action only pistol (the hammer even cycles) and the slide does not lock open when empty, being fully cycled by the player on an empty reload; it's fantastic animation work, just not for an M1911.&lt;br /&gt;
[[File:1911machinepistol.jpg|thumb|none|400px|Colt M1911A1 Machine Pistol factory full-auto conversion - .38 Super. Somewhat similar to the one in game.]]&lt;br /&gt;
&lt;br /&gt;
==FN M1903==&lt;br /&gt;
The [[FN Browning 1903|FN M1903]] is available by default alongside the M1911 and P08. Called the &amp;quot;Mle. 1903&amp;quot; in-game it offers a balance between the two other default sidearms by being faster than the M1911 and P08 but offering less damage as a result.&lt;br /&gt;
[[Image:Browning_1903.jpg|thumb|300px|none|FN Browning Model 1903 - 9x20mm Browning Long]]&lt;br /&gt;
[[File:BF1 Browning 1903 idle.jpg|thumb|none|600px|The FN 1903 ingame.]]&lt;br /&gt;
[[File:BF1 Browning 1903 ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
[[File:BF1 Browning 1903 empty reload.jpg|thumb|none|600px|An empty reload; note the incorrect locked open slide despite the empty mag being removed before.]]&lt;br /&gt;
[[File:BF1 Browning 1903 mid-reload.jpg|thumb|none|600px|The weapon during a mid-magazine reload.]]&lt;br /&gt;
&lt;br /&gt;
===Mle. 1903 Extended=== &lt;br /&gt;
The &amp;quot;They Shall Not Pass&amp;quot; DLC adds the &amp;quot;Mle. 1903 Extended&amp;quot; for the Pilot and Tanker classes, with a stock and 10-round magazine.&lt;br /&gt;
[[Image:Browning_1903_stock.jpg|thumb|350px|none|FN Browning Model 1903 with shoulder stock holster - 9x20mm Browning Long]]&lt;br /&gt;
[[File:BF1 Browning 1903ex idle.jpg|thumb|none|600px|The FN 1903 Extended ingame.]]&lt;br /&gt;
[[File:BF1 Browning 1903ex ADS.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1 Browning 1903ex re.jpg|thumb|none|600px|Reloading. Note the stock.]]&lt;br /&gt;
&lt;br /&gt;
==Frommer Stop==&lt;br /&gt;
The [[Frommer Stop]] is available for the Scout Class. It is yet again another fast firing pistol at 450 RPM but is offset with low damage at 4 shots at close range. Unlike other 4 shot, high ROF pistols it only holds 7 rounds plus one chambered instead of the usual 8 plus 1. &lt;br /&gt;
[[File:Frommer-Stop-Rightside.jpg|thumb|none|300px|Frommer Stop - .380 ACP]]&lt;br /&gt;
[[File:BF1_frommer1.jpg|thumb|none|600px|German soldier holds the Frommer Stop.]]&lt;br /&gt;
[[File:BF1_frommer2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1_frommer3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Frommer Stop Machine Pistol===&lt;br /&gt;
The fully-automatic lengthened-barreled variant of the [[Frommer Stop]] is available to the Pilot and Tanker classes as the &amp;quot;Frommer Stop Auto&amp;quot;. In-game it erroneously holds 14 rounds plus one in the chamber, whereas the real extended magazine of this variant held 15 rounds.&lt;br /&gt;
[[File:Frommerstopautomaticmp.jpg|thumb|none|400px|Frommer Stop Machine Pistol - .380 ACP]]&lt;br /&gt;
[[File:BF1_frommerau1.jpg|thumb|none|600px|An American Tanker holds the pistol.]]&lt;br /&gt;
[[File:BF1_frommerau2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1_frommerau3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Kolibri Pistol==&lt;br /&gt;
The tiny [[Kolibri Pistol|Kolibri 2.7mm Pistol]] is the weakest and smallest pistol in the game, unlocked by getting to Rank 10 with the Scout Class. The weapon seems to have been included primarily as a joke similar to the old ability to kill someone by hitting them in the head with a stun grenade; its damage output at point-blank range is only 5 per shot, and it can only reach levels comparable to other pistols when aiming for the head. Even then, it only deals 25 damage - respectable, but not for a point-blank headshot.&lt;br /&gt;
[[Image:Kolibri.jpg|thumb|none|325px|2mm Kolibri pistol with a penny for scale - 2.7x9mm Kolibri]]&lt;br /&gt;
[[File:BF1_koli.jpg|thumb|none|600px|A scout draws the Kolibri.]]&lt;br /&gt;
[[File:BF1_koli1.jpg|thumb|none|600px|Holding the pistol.]]&lt;br /&gt;
[[File:BF1_koli2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_koli3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Lancaster Howdah Pistol==&lt;br /&gt;
A Lancaster 4-barreled [[Howdah Pistol]] chambered in .476 CF is available to the Assault Class. It is a 2 shot kill at close range, but damage drops off sharply at longer distances; in comparison to the Gasser it offers a faster rate of fire (257 RPM compared to the 180 RPM of the Gasser) and a much faster reload speed as the soldier character inserts two rounds at a time when reloading. &lt;br /&gt;
&lt;br /&gt;
For 100% completion of the campaign &amp;quot;The Runner&amp;quot; the player will be awarded &amp;quot;Frontiersman&amp;quot;, a skin for the Howdah Pistol that is usable in Multiplayer.&lt;br /&gt;
[[Image:Lancasterone.jpg|thumb|none|350px|Lancaster 4-barrelled Howdah Pistol - .476 CF]]&lt;br /&gt;
[[File:BF1_howdah1.jpg|thumb|none|600px|A German soldier holds the pistol.]]&lt;br /&gt;
[[File:BF1_howdah2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1_howdah3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Frontiersman.jpg|thumb|none|600px|&amp;quot;Frontiersman&amp;quot; skin granted for 100% completion of &amp;quot;The Runner&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Luger LP08 &amp;quot;Artillery&amp;quot;==&lt;br /&gt;
A [[Luger P08|Luger LP08 &amp;quot;Artillery&amp;quot;]] with buttstock and ''Trommelmagazin 08'' snail drum magazine can be seen on the art. In-game, it is an available weapon for the Tanker and Pilot classes. Despite the increased barrel length it only inflicts marginally more damage at range than the standard Luger P08. In the final version, however, it also received a long barrel with foregrip, from the carbine variant.&lt;br /&gt;
[[File:Luger-P08ArtilleryWDrum.jpg|thumb|none|350px|Luger LP08 &amp;quot;Artillery&amp;quot; model with the rare 32-round ''Trommelmagazin 08'' snail drum magazine compatible with the [[Bergmann MP18]] submachine gun - 9x19mm]]&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|A rare Luger carbine - 9x19mm]]&lt;br /&gt;
[[File:BF1 LP08 Art.jpg|thumb|none|600px|A German soldier on the right holding the Luger LP08 &amp;quot;Artillery&amp;quot; model pistol.]]&lt;br /&gt;
[[File:BF1 LP08 Art_1.jpg|thumb|none|600px|A British pilot holds the Luger Artillery.]]&lt;br /&gt;
[[File:BF1 LP08 Art_2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1 LP08 Art_3.jpg|thumb|none|600px|Reloading a ''Trommelmagazin 08''. Note the foregrip from the carbine variant.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] pistol appears as a sidearm. A heavily engraved Luger P08 appears in the '''Red Baron Pack''', which is included in the '''''Early Enlister Deluxe Edition'''''. It is a 4 shot kill at close range with a moderatly fast rate of fire and good hip fire accuracy. It holds 8 rounds plus one chambered. &lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:BF1 Weapons P08.jpg|thumb|none|600px|A German pilot with a Luger P08.]]&lt;br /&gt;
[[File:BF1 Weapons P08 aim.jpg|thumb|none|600px|Aiming the Luger.]]&lt;br /&gt;
[[File:BF1 Weapons P08 reloading.jpg|thumb|none|600px|The Luger P08 being reloaded.]]&lt;br /&gt;
[[File:BF1-Early-Enlister.jpg|thumb|none|600px|Note that the second &amp;quot;Behemoth&amp;quot; is the [http://en.wikipedia.org/wiki/HMS_Iron_Duke_(1912) HMS ''Iron Duke''] or a ship of the same class, while the third is the WW1-era Russian / Soviet &amp;quot;rail cruiser&amp;quot; ''[http://warisboring.com/a-remarkable-armored-train-fought-its-way-across-eurasia-db3e3180b50c Zaamurets]'', later known as ''Polipanovtsi'', ''BP-4'', ''Lenin'', ''Orlik'' and ''Train No. 105''. This train served on both sides during the Russian Civil War and undertook a remarkable journey across the world, ultimately ending up in the hands of the Japanese military after being seized from Chinese forces in Manchuria.]]&lt;br /&gt;
&lt;br /&gt;
==Mars Automatic Pistol==&lt;br /&gt;
The [[Mars Automatic Pistol]] is available for the Scout class. It appears to have a 10-round magazine, suggesting it could be chambered for 8.5mm or 9mm Mars. It has high stopping however the Gasser Revolver is the most powerful in terms of raw damage, the Mars sports decent hip fire accuracy but has high recoil and a below average rate of fire. &lt;br /&gt;
[[Image:Mars01.jpg|thumb|none|350px|Mars Automatic Pistol - 8.5x26mm Mars / 9x26mm Mars / .45 Mars]]&lt;br /&gt;
[[File:BF1_mars_1.jpg|thumb|none|600px|A British sniper holds the Mars Pistol.]]&lt;br /&gt;
[[File:BF1_mars_2.jpg|thumb|none|600px|Aiming the Mars.]]&lt;br /&gt;
[[File:BF1_mars_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
A [[Mauser C96]] is available as one of the Medic class's sidearms. It is relatively weak at a 4 shot kill at close range but can be fired relatively quickly. A known reload bug plays when using the weapon as it will sometimes load rounds one at a time when completely empty instead of loading a stripper clip while other times the weapon will be reloaded with 21 rounds, 11 more rounds than what the weapon can possibly hold. A version of the weapon available only to the DICE developers is the &amp;quot;Export&amp;quot; variant.&lt;br /&gt;
&lt;br /&gt;
For 100% completion of the campaign &amp;quot;Through Mud and Blood&amp;quot; the player will be awarded &amp;quot;His Lordship&amp;quot;, a skin for the Mauser C96 that is usable in Multiplayer. &lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|300px|Pre-war Mauser C96 &amp;quot;Broomhandle&amp;quot; Commercial Version - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:BF1 C96 Idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:BF1 C96 ADS.jpg|thumb|none|600px|Aiming Down sights]]&lt;br /&gt;
[[File:BF1 C96 recoil.jpg|thumb|none|600px|Mid-recoil. Note the spent casing ejecting from the gun]]&lt;br /&gt;
[[File:C96 empty reload.jpg|thumb|none|600px|Empty reload]]&lt;br /&gt;
[[File:BF1 C96 mid-reload.jpg|thumb|none|600px|Mid-reload, loading one round at a time.]]&lt;br /&gt;
[[File:His Lordship.jpg|thumb|none|600px|&amp;quot;His Lordship&amp;quot; skin granted for 100% completion of &amp;quot;Through Mud and Blood&amp;quot;.]]&lt;br /&gt;
[[FIle:BF1 C96suppressor.jpg|thumb|none|600px|Anzac runner Frederick Bishop overlooks the Dardanelles with a Maxim Silencer-equipped C96. It is also modeled with the C96 Carbine's 20-round magazine, but appears to only load 10.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Carbine==&lt;br /&gt;
A carbine [[Mauser C96]] is the main weapon for the Pilot and Tanker classes where it is the default primary weapon. Oddly, the weapon has a 20-round fixed magazine; while these did exist, they weren't ever recorded as being put into carbines. Despite being a Carbine it inflicts identical damage to the regular C96 at 4 shots and only has a slightly higher muzzle velocity. &lt;br /&gt;
[[File:C96carbine.jpg|thumb|none|500px|Mauser C96 Carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:BF1 C96Carbine menu.jpg|thumb|none|600px|Mauser C96 Carbine in the customize menu.]]&lt;br /&gt;
[[File:BF1 C96Carbine1.jpg|thumb|none|600px|A German pilot holds the Mauser C96 Carbine.]]&lt;br /&gt;
[[File:BF1 C96Carbine2.jpg|thumb|none|600px|Aiming the pistol carbine.]]&lt;br /&gt;
[[File:BF1 C96Carbine3.jpg|thumb|none|600px|Reloading a 10 stripper clip.]]&lt;br /&gt;
[[FIle:BF1 C96Carbinescope.jpg|thumb|none|600px|Zara holds a unique scoped Mauser C96 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Pocket Pistol 1914==&lt;br /&gt;
The [[1914 Mauser Pocket Pistol]] is available as one of the Medic class's sidearms as the &amp;quot;Taschenpistole M1914&amp;quot; (which is German for &amp;quot;pocket pistol&amp;quot;). It is a faster firing pistol at 450 RPM, but like other pistols in the same role is relatively weak, killing in 4 shots. &lt;br /&gt;
[[File:1914MauserPocket.jpg|thumb|none|300px|1914 Mauser Pocket Pistol - 7.65x17mmSR]]&lt;br /&gt;
[[File:BF1_taschen1.jpg|thumb|none|600px|A German medic holds the Mauser ''Taschenpistole M1914''.]]&lt;br /&gt;
[[File:BF1_taschen2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1_taschen3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M1912==&lt;br /&gt;
The [[Steyr M1912]] appears as a Support-exclusive sidearm. When performing a non-empty reload, the player character correctly opens the action and presses a button that dumps all remaining rounds from the gun, then loads it with a stripper clip. When empty, the gun simply locks open like most pistols and is then loaded with the clip, making an empty reload much faster. Considering Support has access to infinite ammo, it's likely a good idea to empty the pistol whenever using it. It should also be noted that the gun actually ejects the correct amount of remaining rounds, ranging from one to seven. It is relatively weak, killing in 4 shots with an moderatly fast rate of fire at 360 RPM.&lt;br /&gt;
[[Image:SteyerHahn1913Pistol.jpg|thumb|none|300px|Steyr Hahn Model 1912 (1913 mfg) - 9x23mm Steyr]]&lt;br /&gt;
[[File:BF1_steyr1912_1.jpg|thumb|none|600px|Holding the Steyr M1912.]]&lt;br /&gt;
[[File:BF1_steyr1912_2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1M1912open.jpg|thumb|none|600px|Pulling the slide back during a mid-magazine reload.]]&lt;br /&gt;
[[File:BF1M1912ejecting.jpg|thumb|none|600px|Letting some happy little 9x23mm Steyr rounds go free.]]&lt;br /&gt;
[[File:BF1M1912clip.jpg|thumb|none|600px|Inserting an 8-round stripper clip.]]&lt;br /&gt;
[[File:BF1_steyr1912_3.jpg|thumb|none|600px|Thumbing in the cartridges.]]&lt;br /&gt;
[[File:BF1M1912releasing.jpg|thumb|none|600px|All rounds loaded, the character prepares to yank out the clip to release the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Webley &amp;amp; Scott No. 1 Mk. III* Signal Pistol==&lt;br /&gt;
The Scout class can use a [[Webley &amp;amp; Scott Signal Pistols|Webley &amp;amp; Scott No. 1 Mk. III* Signal Pistol]], firing flares that either spot enemies close to them or blind any observers (a bit like a flashbang, but with a bit longer &amp;quot;flash&amp;quot;, and no &amp;quot;bang&amp;quot;), but set enemies on fire on direct hit in either case. In other cases it's very common for users to light themsleves on fire when the flare is fired in close proximity and enemies who run over the flare will take additional fire damage for a short duration. Notably, the weapon is never seen ejecting any casings; the rounds behave as though they were caseless.&lt;br /&gt;
&lt;br /&gt;
[[Image:Webley Signal Pistol.JPG|thumb|none|300px|Webley &amp;amp; Scott No. 1 Mk. III* Signal Pistol - 1 inch - brass frame and barrel]]&lt;br /&gt;
[[Image:BF1-Flaregun-1.jpg|thumb|none|600px|A German pilot holds the Webley &amp;amp; Scott Flare gun.]]&lt;br /&gt;
[[Image:BF1-Flaregun-2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Bodeo M1889==&lt;br /&gt;
The [[Bodeo M1889]] is available for Scout class at rank 2. A reasonably powerful 2 shot kill at close range however damage drops off sharply at longer distances to the point it will require all 6 rounds to kill a soldier at max range. It is painfully slow to reload as it reloads via a reloading gate, removing spent cartridges one at a time and inserting new ones. Although it is also reloaded in what seems to be a rather unsafe manner (pulling the trigger to rotate the cylinder after each round is inserted), this is how the Bodeo is supposed to function; with the loading gate open, the hammer is disconnected from the trigger, allowing this faster method of reloading compared to other gate-loaded revolvers. It is however a moderately fast revolver in comparison to revolvers in other classes. &lt;br /&gt;
[[File:Bodeo.jpg|thumb|none|300px|Bodeo Model 1889 Type II - 10.4x22mm Italian]]&lt;br /&gt;
[[File:BF1_bodeo_1.jpg|thumb|none|600px|A Scout holds the Bodeo revolver.]]&lt;br /&gt;
[[File:BF1_bodeo_2.jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:BF1_bodeo_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Gasser M1870==&lt;br /&gt;
The Austrian [[Gasser Revolvers|Gasser M1870]] revolver is available and is exclusive to the Assault Class. It is likely the 11.25x36mmR model, as the description states it was favoured by Austrian Stormtroopers. It fires single action only, is a pain to reload due to its loading gate system, and is, unlike the other revolvers, a very reliable two hit kill weapon at medium distances.&lt;br /&gt;
[[Image:Gasser_M1870s.jpg|thumb|none|350px|Gasser M1870 Montenegrin second model - 11.25x36mmR Gasser]]&lt;br /&gt;
[[File:BF1 Grasser idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:BF1 Grasser ADS.jpg|thumb|none|600px|Aiming down sights]]&lt;br /&gt;
[[File:BF1 Grasser reload.jpg|thumb|none|600px|Reloading, each round is loaded one by one]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson New Model No.3==&lt;br /&gt;
The [[Smith &amp;amp; Wesson New Model No.3]] is available, simply called &amp;quot;No.3 Revolver&amp;quot;. It lacks the trigger guard spur of the Russian Model and according to the in-game stats is chambered in .44 American. It can be used by all classes but must be unlocked by getting Rank 10 with Assault. Like other Revolvers it is somewhat powerful at close range killing about 2 shots but damage drops off sharply at long range. It is one of the two only top break revolvers in the game offering a much faster reload in comparison to other revolvers. &lt;br /&gt;
[[File:NBV49-T-F2-H.jpg|thumb|none|350px|Smith &amp;amp; Wesson New Model No.3 Target - .44 S&amp;amp;W American]]&lt;br /&gt;
[[File:BF1_smith1.jpg|thumb|none|600px|Holding the revolver.]]&lt;br /&gt;
[[File:BF1_smith2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_smith3.jpg|thumb|none|600px|Reloading]]&lt;br /&gt;
&lt;br /&gt;
==Webley-Fosbery Auto Revolver==&lt;br /&gt;
The [[Webley-Fosbery Automatic Revolver]] is shown being used by several tank crewman during the campaign mission &amp;quot;Through Mud and Blood&amp;quot;. In-game, it is one of the Medic class's sidearms when it offers a high damage 2 shot kill at close range with damage dropping sharply at longer ranges with a faster reload in comparison to other revolvers. Called the &amp;quot;Auto Revolver&amp;quot;- which is more or less correct, but not terribly specific; an auto-revolver is a type of weapon (albeit with very few of the sort existing), not an individual one. Like the S&amp;amp;W No.3 Revolver it is one of two revolvers that reload via a top break system.&lt;br /&gt;
&lt;br /&gt;
For 100% completion of the campaign &amp;quot;Friends in High Places&amp;quot; the player will be awarded &amp;quot;Straight Flush&amp;quot;, a skin for the Auto Revolver that is usable in Multiplayer. &lt;br /&gt;
[[File:Webley-Fosbery.jpg|thumb|none|300px|Webley-Fosbery Auto Revolver - .455 Webley]]&lt;br /&gt;
[[File:BF1 Auto Revolver idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:BF1 Auto Revolver ADS.jpg|thumb|none|600px|Aiming down sights]]&lt;br /&gt;
[[File:BF1 Auto Revolver recoil.jpg|thumb|none|600px|Mid-recoil. As seen here, the top frame recoils, turning the cylinder to the next chamber. Note the grooves in the cylinder, which helped rotate it to the next round]]&lt;br /&gt;
[[File:BF1 Auto Revolver reload.jpg|thumb|none|600px|Reload. Note the spent .455 casings ejecting out of the cylinder.]]&lt;br /&gt;
[[File:Straight Flush.jpg|thumb|none|600px|&amp;quot;Straight Flush&amp;quot; skin granted for 100% completion of &amp;quot;Friends in High Places&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Bulldog==&lt;br /&gt;
A [[Webley Bulldog]] revolver is available as one of the Support class's sidearms. Like other revolvers it is a 2 shot weapon at close range and is the fastest firing of the Revolver class at 257 RPM (in comparison to the Auto Revolver which has 225 RPM) but damage drops off sharply at longer ranges to counter its fast rate of fire. The weapon reloads via a loading gate, ejecting and inserting new rounds one at a time. &lt;br /&gt;
[[File:WebleyBulldog.jpg|thumb|none|300px|Webley BullDog - .45 caliber - 1870s. Note that the one in-game is a later model, and has an unfluted cylinder]]&lt;br /&gt;
[[File:BF1 Bulldog Idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:Bulldog ADS.jpg|thumb|none|600px|Aiming down sights]]&lt;br /&gt;
[[File:BF1 Bulldog reload.jpg|thumb|none|600px|Reloading, similar to the Gasser 1870]]&lt;br /&gt;
[[File:BF1Bulldogejecting.jpg|thumb|none|600px|Another frame of the reload; tapping the ejector rod.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta M1918==&lt;br /&gt;
The [[Beretta M1918]] submachine gun is available for the Assault class at rank 2. Presumably due to the continued existence of Beretta's name trademark, in the pre-alpha multiplayer gameplay footage it is called the &amp;quot;Automatico M1918.&amp;quot; It has the fastest ROF of the Assault SMG's at 900 RPM but is offset with a magazine size of 25 rounds and very poor damage drop off. Three variants exist for the weapon with pre-allocated attachments, &amp;quot;Factory&amp;quot;, &amp;quot;Trench&amp;quot; and &amp;quot;Storm&amp;quot;.&lt;br /&gt;
[[File:Beretta 1918.jpg|thumb|none|450px|Beretta M1918 submachine gun with folding spike bayonet - 9mm Glisenti]]&lt;br /&gt;
[[File:Bf1-m1918_1.jpg|thumb|none|600px|British soldier holds the submachine gun.]]&lt;br /&gt;
[[File:Bf1-m1918_2.jpg|thumb|none|600px|View down the  M1918's default iron sights.]]&lt;br /&gt;
[[File:BF1Automaticoaltads.jpg|thumb|none|600px|Aiming with the alternative peep hole rear sight.]]&lt;br /&gt;
[[File:BF1Automaticoreload.jpg|thumb|none|600px|Removing a spent magazine.]]&lt;br /&gt;
[[File:Bf1-m1918_3.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF1Automaticocharging.jpg|thumb|none|600px|Rechambering the Automatico.]]&lt;br /&gt;
&lt;br /&gt;
==Bergmann MP18==&lt;br /&gt;
The [[Bergmann MP18]] is the first submachine gun available for the Assault class. It is the slowest firing SMG at 500 RPM but offers good accuracy over short to medium distances even from the hip. Three variants are available &amp;quot;Trench&amp;quot;, &amp;quot;Optical&amp;quot; and &amp;quot;Experimental&amp;quot;. The &amp;quot;Experimental&amp;quot; variant locks the weapon to three round burst and gives substantially greater long range accuracy. The &amp;quot;Factory&amp;quot; variant is available in the single player.&lt;br /&gt;
[[File:MP18.JPG|thumb|none|450px|Bergmann MP18 with 32 round ''Trommelmagazin 08'' - 9x19mm]]&lt;br /&gt;
[[File:bf1 c96 1.jpg|thumb|none|600px|A soldier with a Mauser C96, a Bergmann MP18, a [http://scrapironflotilla.tumblr.com/post/98780640376/scrapironflotilla-a-variety-of-first-world-war trench raiding club], and a rather displeased facial expression.]]&lt;br /&gt;
[[File:Bf1-mp18.jpg|thumb|none|600px|A soldier wields a MP18 with a 32-round snail drum magazine and a spike bayonet. The MP18 was never actually fitted with bayonets in real life; bayonets are treated as an accessory for many weapons in the game.]]&lt;br /&gt;
[[File:Bf1-mp18_2.jpg|thumb|none|600px|Aiming the MP18.]]&lt;br /&gt;
[[File:Bf1-mp18_3.jpg|thumb|none|600px|Reloading the submachine gun.]]&lt;br /&gt;
[[File:BF1MP18reload.jpg|thumb|none|600px|Inserting a new snail-drum magazine into the &amp;quot;Experimental&amp;quot; variant, with an added camouflage skin.]]&lt;br /&gt;
[[File:BF1MP18charging.jpg|thumb|none|600px|Pulling the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Standschütze Hellriegel 1915==&lt;br /&gt;
The [[Standschütze Hellriegel 1915]] heavy sub-machine gun appears in the Gamescom Trailer; it is the Assault class's Level 10 unlock in-game. Two variants are available: the &amp;quot;Factory&amp;quot; variant that holds 59+1 rounds in a drum magazine, and the &amp;quot;Defensive&amp;quot; variant introduced to the game in March 2017, which holds 119+1 rounds and is equipped with a bipod and a magnifying sight. The detachable drum magazine depicted on both variants doesn't seem to have existed in reality; the real weapon was known to feed either from a 20-round box magazine, or from a 160-round drum magazine that is noticeably larger than the one in-game, and that fed the cartridges through a flexible chute instead of being attached to the weapon itself.&lt;br /&gt;
[[File:Standschütze Hellriegel 1915.jpg|thumb|none|450px|Standschütze Hellriegel 1915 heavy submachine gun - 9mm Steyr]]&lt;br /&gt;
[[File:BF1 Gamescom Trailer Standschutzle Hellriegel 1915.jpg|thumb|none|600px|Holding the submachinegun.]]&lt;br /&gt;
[[File:Bf1-hell_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Bf1-hell_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Villar-Perosa M1915==&lt;br /&gt;
A version of the [[Villar-Perosa M1915 SMG]] is available. It is the weapon of the Sentry Elite Class in the Italian Maps (Monte Grappa and Empire's Edge, including the campaign mission Avanti Savoia.) and can be picked up from crates spread around the maps. It is in similar style to the [[Beretta Model 38#Fake Villar-Perosa M1915 SMG|Bapty &amp;amp; Co. mock up]] made for the 1987 film [[The Sicilian]], with a Bren front grip, and an MG42 grip and trigger group. It has a smaller magazine than the MG08/15 at 50 rounds (both guns loaded), but its blazing rate of fire of 1800 rounds per minute makes it a shredder at close range.&lt;br /&gt;
[[File:Fake Villar Perosa from The Sicilian.jpg |thumb|none|450px|Fake Villar Persoa SMG used in the Sicilian. Photo from [http://www.longmountain.com/just-for-fun/movie-guns/TheSicilian/ Long Mountain Outfitters] web site ]]&lt;br /&gt;
[[File:BF1 Villar Perosa0.jpg|thumb|none|600px|The Villar-Perosa lies in a weapon cage.]]&lt;br /&gt;
[[File:BF1 Villar Perosa1.jpg|thumb|none|600px|An Italian soldier holds the Villar-Perosa M1915.]]&lt;br /&gt;
[[File:BF1 Villar Perosa2.jpg|thumb|none|600px|Holding the submachine gun.]]&lt;br /&gt;
[[File:BF1 Villar Perosa.jpg|thumb|none|600px|The Villar Perosa in action. Note the 25 round capacity: while the capacity is actually 50 rounds, the ammo indicator shows the number of times the weapon can be fired since both barrels use the same trigger.]]&lt;br /&gt;
[[File:BF1 Villar Perosa3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] is one of the available shotguns for the Assault class. In-game it is known as the &amp;quot;12g Automatic&amp;quot;, although in trailers it was properly named &amp;quot;Automatic 5&amp;quot;. Unlike the two other shotguns, the player character loads an extra round in the chamber; this was most likely done for balancing purposes. Three variant exist which are &amp;quot;Backbored&amp;quot;, &amp;quot;Hunter&amp;quot;, and &amp;quot;Extended&amp;quot;. The &amp;quot;Extended&amp;quot; model increases the magazine capacity from 5 rounds to 7, making it the highest capacity shotgun in the game. &lt;br /&gt;
[[File:RemingtonRiot11.jpg|thumb|none|500px|Browning Auto-5/Remington Model 11 in Riot Gun configuration - 12 gauge]]&lt;br /&gt;
[[File:Auto5BF1_1.jpg|thumb|none|600px|The Browning Auto-5 in-game.]]&lt;br /&gt;
[[File:Auto5BF1_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1A5chamberloading.jpg|thumb|none|600px|Dropping a brass-cased 12-gauge shell into the A5.]]&lt;br /&gt;
[[File:Auto5BF1_3.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF1A5reload.jpg|thumb|none|600px|Topping the tube magazine off with more shells.]]&lt;br /&gt;
[[File:Auto5BF1.jpg|thumb|none|600px|The &amp;quot;Extended&amp;quot; variant of the Browning Auto-5 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 10A==&lt;br /&gt;
The [[Remington Model 10|Remington Model 10A]] is the first shotgun unlocked for the Assault class and is referred as the &amp;quot;Model 10-A&amp;quot;. It differs from the [[Winchester Model 1897]] for having a longer barrel of 23 inches, rather than 20 inches on the Model '97. It has a correct 6-round tube capacity in the game and unlike the M97 cannot be slam fired. Three variants are available in-game, &amp;quot;Factory&amp;quot;, &amp;quot;Slug&amp;quot; (Formerly called &amp;quot;Heavy&amp;quot; in the Beta) and &amp;quot;Hunter&amp;quot;. &lt;br /&gt;
[[Image:Remington Model 10Anoheatshield.jpg|thumb|500px|none|World War I era Remington Model 10A &amp;quot;Trench Gun&amp;quot;]]&lt;br /&gt;
[[File:BF1_remington_trench_1.jpg|thumb|none|600px|The Model 10A shotgun lies in a weapon crate.]]&lt;br /&gt;
[[File:BF1_remington_trench_2.jpg|thumb|none|600px|An Assault Gunner holds the shotgun.]]&lt;br /&gt;
[[File:BF1_remington_trench_3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_remington_trench_4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Model10ABF1.jpg|thumb|none|600px|Holding the &amp;quot;Slug&amp;quot; variant of the Model 10A. Note the experimental dot sight on it; this &lt;br /&gt;
kind of sight was only tested by the British in small quantities and only on the Lee-Enfield rifles of the era.]]&lt;br /&gt;
&lt;br /&gt;
==Sawn-Off Double Barreled Shotgun==&lt;br /&gt;
The Tank Hunter Elite Class is armed with a [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawn-Off Double Barreled Shotgun]] as his sidearm. The same shotgun can be unlocked as a primary weapon for the Pilot and Tanker classes by reaching Rank 10 with the Tanker class. Additionally, an option allows a player to equip other Elite Classes (such as the Sentry and Flamethrower) with the Sawn Off Shotgun as a secondary when unlocked. &lt;br /&gt;
[[File:Remington_SBS.jpg|thumb|none|400px|Remington Spartan Sawn-Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:Shot (1).jpg|thumb|none|600px|The Tank Hunter holds the Sawn-Off Double Barreled Shotgun.]]&lt;br /&gt;
[[File:BF1_sawnoff_2.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BF1_sawnoff_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren Shotgun==&lt;br /&gt;
The [[Sjögren]] semi-automatic Shotgun was confirmed by the developers to be in the &amp;quot;They Shall Not Pass&amp;quot; DLC and was seen in a teaser image. It is referred to as the &amp;quot;Sjögren Inertial&amp;quot; in-game, referring to the Sjögren's inertial action, even though the designation of the real weapon is actually Sjögren '''Inertia'''.&lt;br /&gt;
[[File:Sjogren Intertia.jpg|thumb|none|500px|Sjögren Inertia - 12 gauge]]&lt;br /&gt;
[[File:BF1_Sjö1.jpg|thumb|none|600px|Holding the Sjögren.]]&lt;br /&gt;
[[File:BF1_Sjö2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_Sjö3.jpg|thumb|none|600px|Loading a new round.]]&lt;br /&gt;
[[File:BF1_Sjö4.jpg|thumb|none|600px|Chamber-loading.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 Trench Gun]] is one of the available shotguns for the Assault class under the name &amp;quot;M97 Trench Gun.&amp;quot; It correctly holds 5 rounds in the tube magazine and is also capable of being &amp;quot;slam-fired&amp;quot; in-game, just like in real life. However, unlike in previous ''Battlefield'' games, the player is unable to load a round in the chamber, unlike on the Browning Auto-5. This was most likely done for balancing purposes. Four variants exist in Multiplayer, these being &amp;quot;Hunter&amp;quot;, &amp;quot;Backbored&amp;quot;, &amp;quot;Sweeper&amp;quot; and &amp;quot;Hellfighter&amp;quot;. The &amp;quot;Hellfighter&amp;quot; is only a cosmetic pre-order bonus apart of the Early Enlister and Deluxe edition copies of the game; statistically it is identical to the M97 Hunter variant.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:bf1 colt trenchgun.jpg|thumb|none|500px|A special version of the Winchester Trench Gun as part of a promotional picture.]]&lt;br /&gt;
[[File:BF1_Winch_trench_1.jpg|thumb|none|600px|An Assault Gunner holds the Hellfighter Winchester Model 1897.]]&lt;br /&gt;
[[File:BF1_Winch_trench_2.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BF1_Winch_trench_3.jpg|thumb|none|600px|Reloading a round.]]&lt;br /&gt;
[[File:BF1M1897pumping.jpg|thumb|none|600px|Pumping an alternately-skinned M97 &amp;quot;Hunter&amp;quot;, with a ribbed barrel.]]&lt;br /&gt;
[[File:M97TrenchGunBF1.jpg|thumb|none|600px|The &amp;quot;Backbored&amp;quot; variant of the Winchester M1897 Trench Gun in game.]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Cei-Rigotti==&lt;br /&gt;
The [[Cei-Rigotti]], an obscure Italian select-fire rifle with a production run of around 100, is the first rifle available for the Medic class. It comes in three variants: &amp;quot;Factory&amp;quot;, &amp;quot;Trench&amp;quot;, and &amp;quot;Optical.&amp;quot; Tests say the weapon fired around 900 RPM in real life, but is capped at a much slower 299 RPM.&lt;br /&gt;
&lt;br /&gt;
For 100% completion of the campaign &amp;quot;Avanti Savoia&amp;quot; the player will be awarded &amp;quot;Fiamme Verdi&amp;quot;, a skin for the Cei-Rigotti that is usable in Multiplayer.&lt;br /&gt;
[[File:Cei-rigotti.jpg|thumb|none|500px|Cei-Rigotti - 6.5×52mm Mannlicher]]&lt;br /&gt;
[[File:Bf1-ceirigotti.jpg|thumb|none|600px|A German soldier holds the Cei-Rigotti rifle.]]&lt;br /&gt;
[[File:Bf1-ceirigotti2.jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:BF1_Ceirigottireloa.jpg|thumb|none|600px|A German soldier reloading the Cei-Rigotti with a stripper clip.]]&lt;br /&gt;
[[File: BF1 Ceirigotti.jpg|thumb|none|600px|A German soldier holding a Cei-Rigotti with the experimental British Lee-Enfield dot sight that appears on other weapons.]]&lt;br /&gt;
[[File:Fiamme Verdi.jpg|thumb|none|600px|&amp;quot;Fiamme Verdi&amp;quot; skin granted for 100% completion of &amp;quot;Avanti Savoia&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Lebel Mle 1886==&lt;br /&gt;
The [[Lebel Mle 1886]] Rifle appears in the &amp;quot;They Shall Not Pass&amp;quot; DLC, having both &amp;quot;Sniper&amp;quot; and &amp;quot;Infantry&amp;quot; variants.&lt;br /&gt;
[[Image:Modele1886Lebel.jpg|thumb|500px|none|Lebel Model 1886 - 8x50mm]]&lt;br /&gt;
[[File:bf1 lebel 1.jpg|thumb|none|600px|A French scout holding the Lebel.]]&lt;br /&gt;
[[File:bf1 lebel_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:bf1 lebel 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:bf1 lebel 4.jpg|thumb|none|600px|The scoped variant ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk.III*==&lt;br /&gt;
The [[Lee-Enfield No.1 Mk.III*]] rifle is available for the Scout class and is the standard issue rifle for the British faction in the 'Back to Basics&amp;quot; game-mode. It comes in three variants: &amp;quot;Infantry&amp;quot;, &amp;quot;Carbine;&amp;quot;, and &amp;quot;Marksman.&amp;quot;&lt;br /&gt;
[[File:SMLE.jpg|thumb|none|500px|Lee-Enfield No.1 Mk.III* - .303 British. This was the main battle rifle of British and Commonwealth forces during the First World War.]]&lt;br /&gt;
[[File:bf1 smle 1.jpg|thumb|none|600px|British soldiers in trenches with Lee-Enfield No.1 Mk.III* rifles.]]&lt;br /&gt;
[[File:bf1 smle 2.jpg|thumb|none|600px|A British Scout holds the SMLE.]]&lt;br /&gt;
[[File:bf1 smle 3.jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:bf1 smle 4.jpg|thumb|none|600px|Reloading the weapon with a 5-round stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
===Lee Enfield Carbine===&lt;br /&gt;
A short version of the SMLE is also available with an experimental dot sight. This carbine seems to be a mix of the No.1 Mk.III* and a post war No.1 Mk. V carbine.&lt;br /&gt;
[[File:SMLE_mkV.jpg|thumb|none|500px|Lee-Enfield Mk.V - .303 British.]]&lt;br /&gt;
[[File:BF1 Smle.jpg|thumb|none|600px|A Soldier holding a Lee-Enfield No.1 Mk.III* carbine with experimental dot sight, originally designed for the Lee-Enfield but is a universal attachment for other weapons in the game. This kind of sight was only tested by the British in small quantities and only on the Lee-Enfield rifles of the era.]]&lt;br /&gt;
[[File:BF1 Smlecar.jpg|thumb|none|600px|Aiming the SMLE Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Luger Selbstlader Model 1906==&lt;br /&gt;
The prototype ''Luger Selbstlader Model 1906'' toggle-action self-loading rifle is available for the Medic at rank 10. The magazine contains 5 rounds and it has almost the same characteristics as the Mauser Selbstlader M1916 rifle. It was only available in the &amp;quot;Factory&amp;quot; variant prior to the Spring Patch on April 28 of 2017, which added a Sniper variant as an unlockable.&lt;br /&gt;
[[File:Luger Rifle 1906.jpg|thumb|none|500px|Luger Rifle M1906 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:bf1 lugerselbst_0.jpg|thumb|none|600px|The world model of the Luger Rifle.]]&lt;br /&gt;
[[File:bf1 lugerselbst_1.jpg|thumb|none|600px|A German medic holds the Selbstlader 1906.]]&lt;br /&gt;
[[File:bf1 lugerselbst_2.jpg|thumb|none|600px|Aiming the Luger rifle.]]&lt;br /&gt;
[[File:bf1 lugerselbst_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Martini-Henry==&lt;br /&gt;
The [[Martini-Henry]] is avalible for the Scout class in the game. It boasts itself as the highest damaging sniper rifle but only holds a single round. Additionally, it has the longest &amp;quot;sweet spot&amp;quot; of any sniper rifle; this is the range in which the weapon will be able to score 1-shot kills to an enemy's torso. In the &amp;quot;Back to Basics&amp;quot; custom game-mode, the Martini-Henry is the standard rifle for the Ottoman Empire. The weapon only had an Infantry variant until the Spring Patch on April 28, 2017, which added a Sniper variant.&lt;br /&gt;
[[Image:Martini-HenryMarkI(1871-1876).jpg|thumb|none|500px|Martini-Henry Mk. I (1871-1876) - .577-.450 caliber]]&lt;br /&gt;
[[File:bf1 martini1.jpg|thumb|none|600px|A sniper holds the rifle.]]&lt;br /&gt;
[[File:bf1 martini2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:bf1 martini3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser 1918 T-Gewehr==&lt;br /&gt;
The [[Mauser 1918 T-Gewehr]] can also be seen in the trailer and a Promotional picture. It is exclusive to the Tank Hunter battle pickup class, and is capable of dealing terrifying amounts of damage to vehicles and infantry alike, at the cost of a 1-shot capacity, a slow reload, and the rather understandable inability to use the weapon without the bipod deployed.&lt;br /&gt;
[[File:Tankgewehr1918.jpg|thumb|none|500px|Mauser 1918 T-Gewehr Anti-Tank Rifle - 13.2mm TuF]]&lt;br /&gt;
[[File:bf1 t1918 1.jpg|thumb|none|600px|A soldier charging with a Mauser 1918 T-Gewehr.]]&lt;br /&gt;
[[File:bf1 t1918 11.jpg|thumb|none|600px|A T-Gewehr in a weapon box.]]&lt;br /&gt;
[[File:bf1 t1918 3.jpg|thumb|none|600px|Aiming the T-Gewehr.]]&lt;br /&gt;
[[File:bf1 t1918 2.jpg|thumb|none|600px|The T-Gewehr placed on a wall.]]&lt;br /&gt;
[[File:bf1 t1918 4.jpg|thumb|none|600px|Reloading a 13.2mm cartridge.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] is available for the Scout class. In &amp;quot;The Runner&amp;quot; campaign Ottoman soldiers use this rifle instead of accurate 1893 and [[Mauser_Rifle_Series#1903_Turkish_Mauser|1903 Mauser]] rifles. The ''Gewehr 98'' was delivered to the Ottomans only towards the end of the war, so the appearance of them in the &amp;quot;Nothing is Written&amp;quot; missions is correct. It comes in the &amp;quot;Infantry&amp;quot;, &amp;quot;Marksman&amp;quot;, and &amp;quot;Sniper&amp;quot; variants. It is also the standard issue rifle for the German Empire in &amp;quot;Back to Basics.&amp;quot;&lt;br /&gt;
[[File:Mauser g98.jpg|thumb|none|500px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:bf1 g98 1.jpg|thumb|none|600px|A Scout holds the Gewehr 1898.]]&lt;br /&gt;
[[File:bf1 g98 2.jpg|thumb|none|600px|Aiming the ''Lange Visier''.]]&lt;br /&gt;
[[File:bf1 g98 3.jpg|thumb|none|600px|Reloading a 5-round stripper clip.]]&lt;br /&gt;
[[File:Bf1-1989.jpg|thumb|none|600px|A Gewehr 1898 in &amp;quot;Sniper&amp;quot; variant with a scope and a bipod.]]&lt;br /&gt;
[[Image:BF1-Gewehr1898.jpg|thumb|none|600px|A Gewehr 1898 in &amp;quot;Marksman&amp;quot; variant fitted with a bayonet and Warner &amp;amp; Swasey Model 1913 Prismatic Musket Scope, a 5.2x magnifier developed for the Springfield M1903.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Selbstlader M1916==&lt;br /&gt;
The [[Mauser Selbstlader M1916]] appears as a primary weapon for the Medic class. It holds 25+1 rounds in the magazine and comes in the &amp;quot;Factory,&amp;quot; &amp;quot;Optical&amp;quot;, and &amp;quot;Marksman&amp;quot; variants.&lt;br /&gt;
[[Image:Mauser1916Selbstlader.jpg|thumb|none|500px|Mauser Selbstlader M1916 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1.jpg|thumb|none|600px|A German Soldier holding a Selbstlader with a bayonet.]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1_1.jpg|thumb|none|600px|Aiming the Selbstlader.]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1_3.jpg|thumb|none|600px|Reloading the rifle.]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1_4.jpg|thumb|none|600px|The &amp;quot;Optical&amp;quot; variant experimental dot sight.]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1_5.jpg|thumb|none|600px|The &amp;quot;Marksman&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Mondragón Modelo 1908==&lt;br /&gt;
The [[Mondragón Rifle|Mondragón Modelo 1908]] is available for the Medic class. It is only self-loading rifle to not have a &amp;quot;Factory&amp;quot; variant, instead it has the &amp;quot;Storm,&amp;quot; &amp;quot;Optical,&amp;quot; &amp;quot;and &amp;quot;Sniper.&amp;quot; In the E3 2016 Trailer, a German soldier is seen with the ''Flieger-Selbstlade-Karabiner Modell 15'' equipped with a 30-round drum magazine, but in the final game only the default 10-round magazine is available.&lt;br /&gt;
[[File:Mondragón rifle.jpg|thumb|none|500px|Mondragón Modelo 1908 semi-automatic rifle - 7x57mm Spanish Mauser]]&lt;br /&gt;
[[File:bf1-mondragon1.jpg|thumb|none|600px|A German soldier with the Mondragón rifle.]]&lt;br /&gt;
[[File:bf1-mondragon.jpg|thumb|none|600px|Aiming the Mondragón.]]&lt;br /&gt;
[[File:bf1-mondragon2.jpg|thumb|none|600px|Reloading a 5 round stripper clip.]]&lt;br /&gt;
[[File:BF1_Mondragon1.jpg|thumb|none|600px|A soldier holding a Mondragón with a scope.]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
The [[Pieper Revolving Carbine]] is an available primary weapon for the Pilot and Tank driver classes.&lt;br /&gt;
[[File:Pieper Revolving Rifle.JPG|thumb|none|500px|Pieper Revolving Rifle - 8mm Pieper]]&lt;br /&gt;
[[File:BF1 Pieper Idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:BF1 Pieper ADS.jpg|thumb|none|600px|Aim down sights]]&lt;br /&gt;
[[File:BF1 Pieper reload.jpg|thumb|none|600px|Reload]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 8==&lt;br /&gt;
The [[Remington Model 8]] appears as the ''Autoloading 8.&amp;quot; ''Two of the variants are chambered in .35 Remington, the &amp;quot;Factory&amp;quot; and &amp;quot;Marksman&amp;quot; variants; the third variant , &amp;quot;Extended&amp;quot;, comes equipped with a wooden foregrip and an extended magazine having a 15+1 capacity, chambered in .25 Remington. An easter-egg exists where the weapon is reloaded in a similar fashion to the [[Battlefield 4#AN-94|Battlefield 4]] [[AN-94]].''&lt;br /&gt;
[[File:Remington_model_8.jpg‎|thumb|none|500px|Remington Model 8 - .30 Remington]]&lt;br /&gt;
[[File:Bf1 auto5.jpg|thumb|none|600px|The Remington Model 8 in-game.]]&lt;br /&gt;
[[File:Bf1 re8_2.jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:Bf1 re8_3.jpg|thumb|none|600px|Stripping a 5-round clip of .35 Remington into the rifle.]]&lt;br /&gt;
[[File:BF1Model8chambering.jpg|thumb|none|600px|Releasing the bolt on the &amp;quot;Marksman&amp;quot; Model 8.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Public Enemy Remington.jpg|thumb|none|500px|Remington Model 8 with detachable magazine - .25 Remington]]&lt;br /&gt;
[[File:BF1Model8reload.jpg|thumb|none|600px|Removing the magazine on the .25 Remington version.]]&lt;br /&gt;
[[File:BF1Model8reload2.jpg|thumb|none|600px|Inserting a new one, &amp;quot;tacticool&amp;quot; style from the easter-egg animation.]]&lt;br /&gt;
[[File:BF1Model8chambering2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==R.S.C. Mle 1917==&lt;br /&gt;
The [[Lebel_1886#R.S.C._Mle_1917|R.S.C. Mle 1917]] semi-automatic Rifle appears in the &amp;quot;They Shall Not Pass&amp;quot; DLC. It is one of the slowest-firing Medic rifles, but also has the highest damage model of any of the Medic's rifles, being capable of killing in 2 body shots out to a decent range.&lt;br /&gt;
[[Image:R.S.C. Model 1917.jpg|thumb|500px|none|R.S.C. Model 1917 - 8x50mmR]]&lt;br /&gt;
[[File:BF1_rsc_1.jpg|thumb|none|600px|Holding the R.S.C..]]&lt;br /&gt;
[[File:BF1_rsc_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_rsc_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF1_rsc_4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Ribeyrolles 1918==&lt;br /&gt;
The [[Chauchat-Ribeyrolles 1918 Automatic Carbine]] is avalible in the &amp;quot;They Shall Not Pass&amp;quot; DLC. Even though technically a rifle, it is classified with the SMGs in game (to be fair, the distinction wasn't as clear during WW1, as the term &amp;quot;submachine gun&amp;quot; didn't actually exist until 1919). By default, the weapon comes with a bipod (the only weapon in the Assault class with one), and is the best Assault-class automatic weapon at range, at the cost of having the MP18's low rate of fire mixed with the M1918's low capacity of 25 rounds.&lt;br /&gt;
[[File:Ribeyrolle1918.jpg|thumb|none|500px|Ribeyrolles 1918 Carbine- 8x35mm Ribeyrolles]]&lt;br /&gt;
[[File:BF1_rib1918_1.jpg|thumb|none|600px|Holding the Ribeyrolles.]]&lt;br /&gt;
[[File:BF1_rib1918_3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_rib1918_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF1_rib1918_4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903 Mk 1==&lt;br /&gt;
The [[M1903 Springfield|Springfield M1903 Mk 1]] is one of the available rifles for the scout class. The M1903 is the only bolt action rifle to not feature an &amp;quot;Infantry&amp;quot; variant in game, only having a &amp;quot;Sniper,&amp;quot; &amp;quot;Marksman,&amp;quot; and &amp;quot;Experimental&amp;quot; variants, with the latter being fitted with the Pedersen Device. The &amp;quot;Infantry&amp;quot; version of the weapon appears in the single-player campaign intro, and is available to the American faction in the &amp;quot;Back to Basics&amp;quot; gamemode (added December 16th, 2016).&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|500px|Springfield M1903 Mk 1 - .30-06]]&lt;br /&gt;
[[File:BF1 M1903 Idle.jpg|thumb|none|600px|Idle. Note that the user is holding the attached monopod like a foregrip]]&lt;br /&gt;
[[File:BF1 M1903 scope.jpg|thumb|none|600px|Aiming down the Warner &amp;amp; Swasey Scope, which was issued to several Springfield M1903s during WWI]]&lt;br /&gt;
[[File:BF1 M1903 empty reload.jpg|thumb|none|600px|Empty reload]]&lt;br /&gt;
[[File:BF1 M1903 mid-reload.jpg|thumb|none|600px|mid-reload. As with all bolt action rifles, the user blocks the ejecting round with his four fingers stretched over the chamber before loading rounds individually]]&lt;br /&gt;
[[File:BF1M1903ads.jpg|thumb|none|600px|Iron sights of the Springfield.]]&lt;br /&gt;
[[File:BF1M1903Kbullet.jpg|thumb|none|600px|Reloading a K-Bullet.]]&lt;br /&gt;
&lt;br /&gt;
===Pedersen Device===&lt;br /&gt;
The [[M1903 Springfield|Springfield M1903 Mk 1]] fitted with the Pedersen Device is available in the game as a variant of the regular M1903 (M1903 Experimental). This device makes the weapon function as a semi-automatic rifle firing the experimental .30 Auto-Pistol round, which can be considered a mix between the .32 ACP and the WW2-era .30 Carbine. Production began in 1917 and it was officially adopted as ''US Automatic Pistol, Caliber .30, Model of 1918.'' However, the war ended before it saw combat usage; it would have been in use during the 1919 Spring Offensive.  If 'K' Bullets (armor-piercing rounds capable of damaging vehicles) are chosen as a gadget while using this variant, a unique animation plays when switching to 'K' Bullets, where the soldier removes the Pedersen device and replaces it with the original bolt of the 1903, turning the semi-automatic rifle into its original bolt-action form (and vice versa). It's worth noting that when using the original bolt with K-Bullets, the rifle is actually the no attachments setup that is otherwise unavailable in multiplayer, just without the ability to use standard rounds in a five-round magazine.&lt;br /&gt;
[[File:Pederson_Device.jpg|thumb|500px|none|M1903 Mk 1 Springfield fitted with the Pedersen Device - .30-18 Auto (also known as the 7.65×20mm Longue)]]&lt;br /&gt;
[[File:BF1 Pederson.jpg|thumb|none|600px|A Pedersen Device-fitted '03 Springfield rifle in the hands of an German soldier.]]&lt;br /&gt;
[[File:BF1 Pederson2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1Pedersenreload.jpg|thumb|none|600px|Removing a used magazine.]]&lt;br /&gt;
[[File:BF1Pedersonreload2.jpg|thumb|none|600px|Clicking in a new one.]]&lt;br /&gt;
[[File:BF1 Pederson3.jpg|thumb|none|600px|Preparing to charge the upper receiver.]]&lt;br /&gt;
[[File:BF1Pedersenremove.jpg|thumb|none|600px|Removing the Pedersen Device.]]&lt;br /&gt;
[[File:BF1Pedersen rechamber.jpg|thumb|none|600px|Rechambering the Pedersen after reinstalling it on the M1903.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Mannlicher M1895==&lt;br /&gt;
The [[Steyr Mannlicher M1895]] appears as a primary weapon for the Scout class. In pre-release versions of the game, the M1895 could be incorrectly reloaded with individual rounds, however, in the final release, the en-bloc clip is ejected when reloading mid-magazine (there are always five unfired rounds modeled in the clip, though). It comes in the &amp;quot;Infantry,&amp;quot; &amp;quot;Carbine,&amp;quot; and &amp;quot;Marksman&amp;quot; variants, with the iron-sight version given to the Austro-Hungarian empire in the &amp;quot;Back to Basics&amp;quot; gamemode.&lt;br /&gt;
[[Image:Mannlicher-M1895-8x50.jpg|thumb|none|500px|Steyr Mannlicher M1895 - 8x50mmR Mannlicher]]&lt;br /&gt;
[[Image:Steyrm95bf1.jpg|thumb|none|600px|German soldier holding a Steyr Mannlicher M1895.]]&lt;br /&gt;
[[Image:Steyrm95bf1_2.jpg|thumb|none|600px|Aiming the Steyr Mannlicher.]]&lt;br /&gt;
[[Image:Steyrm95bf1_3.jpg|thumb|none|600px|Reloading the rifle.]] &lt;br /&gt;
[[Image:Steyrm95bf1_4.jpg|thumb|none|600px|The Steyr M1895 with a Model 1913 Prismatic Musket Scope.]]&lt;br /&gt;
&lt;br /&gt;
===Stutzen Carbine===&lt;br /&gt;
The short version of the [[Steyr Mannlicher M1895]] is also available, equipped with a magnifying sight. It was actually called Repertier-Stutzen M1895. The photo below is the post war rechambered and modified version of the 1930s and should be replaced with the correct version.&lt;br /&gt;
[[File:SteyrM95Short.jpg‎|thumb|none|475px|Steyr M1895 Short Rifle (M1930 Conversion) - 8x56mmR Mannlicher]]&lt;br /&gt;
[[File:BF1 M95 Idle.jpg|thumb|none|600px|Idle. Note the experimental magnifying sight, which was used on some Lee-Enfield rifles during WWI.]]&lt;br /&gt;
[[File:BF1 M95 ADS.jpg|thumb|none|600px|Aiming down the magnifying sight on the Stutzen M1895.]]&lt;br /&gt;
[[File:BF1 M95 empty reload.jpg|thumb|none|600px|Empty-reload]]&lt;br /&gt;
[[File:BF1 M95 mid reload.jpg|thumb|none|600px|mid-reload. Note the en-bloc clip when ejected still has five rounds even if the magazine is partially loaded. This is, however, a major improvement over earlier builds of the game, where the player was able to reload the gun with single rounds when partly loaded, which is mechanically impossible for this rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1895 (Russian Contract)==&lt;br /&gt;
The [[Winchester Model 1895]] appears as the &amp;quot;Russian 1895&amp;quot;  and a primary weapon for the Scout class in multiplayer. Three variants are available one, the &amp;quot;Infantry,&amp;quot; &amp;quot;Trench,&amp;quot; and &amp;quot;Sniper&amp;quot; variants, with the &amp;quot;Trench&amp;quot; variant being chambered in .30-40 Krag. If the player spawns in as the Calvary class, they are given the &amp;quot;Calvary&amp;quot; variant of the weapon.&lt;br /&gt;
For 100% completion of the campaign &amp;quot;Nothing is Written&amp;quot; the player will be awarded &amp;quot;Desert Dweller&amp;quot;, a skin for the Russian 1895 that is usable in Multiplayer. &lt;br /&gt;
[[File:Russian.jpg|thumb|none|500px|Winchester Model 1895 made under contract for the Russian Army - 7.62x54mmR]]&lt;br /&gt;
[[File:BF1 M1895 Idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:BF1 M1895 ADS.jpg|thumb|none|600px|Aim down sights]]&lt;br /&gt;
[[File:M1895 empty reload.jpg|thumb|none|600px|Empty reload]]&lt;br /&gt;
[[File:BF1 M1895 mid-reload.jpg|thumb|none|600px|mid-reload]]&lt;br /&gt;
[[File:Desert Dweller.jpg|thumb|none|600px|&amp;quot;Desert Dweller&amp;quot; skin granted for 100% completion of &amp;quot;Nothing is Written&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1907==&lt;br /&gt;
The [[Winchester Model 1907]] is a weapon issued for the Medic class. In the Alpha build of the game, the weapon was modeled with a 10-round magazine, but has since changed to the correct 20 round version in the Beta. It comes in the &amp;quot;Factory,&amp;quot; &amp;quot;Trench,&amp;quot; and &amp;quot;Sweeper&amp;quot; variant; the latter converted to full-auto firing at 300 RPM. During the war, the French versions of the weapon were converted to full auto, but clocked in at a much faster 700 RPM.&lt;br /&gt;
[[Image:Winchester Model 1907.jpg|450px|thumb|none|Winchester Model 1907 - .351 Winchester]]&lt;br /&gt;
[[Image:WinchesterModel1907French.jpg|450px|thumb|none|French Winchester Model 1907 with Lee-Navy bayonet and 20-round magazine for comparison- .351 Winchester]]&lt;br /&gt;
[[Image:BF1-M1907-1.jpg|thumb|none|600px|A Medic character holds a Winchester Model 1907 with a bayonet.]]&lt;br /&gt;
[[Image:BF1-M1907-3.jpg|thumb|none|600px|Aiming the Winchester.]]&lt;br /&gt;
[[Image:BF1-M1907-2.jpg|thumb|none|600px|Reloading the M1907.]]&lt;br /&gt;
[[File:BF1M1907reload.jpg|thumb|none|600px|Releasing a magazine from a camouflaged M1907.]]&lt;br /&gt;
[[File:BF1M1907charging.jpg|thumb|none|600px|Pressing the distinct charging handle in to rechamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Bergmann MG 15 n. A.==&lt;br /&gt;
The [[Bergmann MG 15nA|Bergmann MG 15 n. A.]] is the only belt-fed machine gun in game available to the Support class.&lt;br /&gt;
[[File:Bergmannmg15.jpg‎|thumb|none|500px|Bergmann MG 15 n. A. light machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Bf1 mg15na.jpg‎|thumb|none|600px|A German soldier holds a MG 15 n. A.]]&lt;br /&gt;
[[File:Bf1 mg15na_aim.jpg‎|thumb|none|600px|Aiming the Bergmann.]]&lt;br /&gt;
[[File:Bf1 mg15na 2.jpg‎|thumb|none|600px|A German soldier reloading an MG 15 n. A.]]&lt;br /&gt;
[[File:BF1MG15reload.jpg|thumb|none|600px|Feeding an 8mm Mauser belt into the chamber. Note the added bipod.]]&lt;br /&gt;
[[File:BF1MG15charging.jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
[[File:Bf1 mg15na 3.jpg‎|thumb|none|600px|A soldier holds an MG 15 n. A. equipped with a ZF12, a German machine gun optic designed for the MG08.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Automatic Rifle M1918==&lt;br /&gt;
The World War I version of the [[Browning Automatic Rifle]] is available to the Support class in game, and is set to the higher of the 2 rate of fire options for the weapon, 600 RPM. The HUD icon appears to be equipped with the World War II-era hinged bipod at the end of the weapon.&lt;br /&gt;
[[Image:BARearlymodel.jpg|thumb|500px|none|M1918 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BF1 BAR Idle.jpg|thumb|none|600px|Browning Automatic rifle in idle.]]&lt;br /&gt;
[[File:BAR ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF1BARcharging.jpg|thumb|none|600px|Pulling back the charging handle while looking down, which shows off the rather detailed character model's hands.]]&lt;br /&gt;
[[File:BF1 BAR reload.jpg|thumb|none|600px|Reload. Note the vertical grip, as this is the BAR Trench variant.]]&lt;br /&gt;
[[File:BF1BARreload.jpg|thumb|none|600px|About to insert a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat==&lt;br /&gt;
The [[Chauchat]] Light Machine Gun appears in the &amp;quot;They Shall Not Pass&amp;quot; DLC. Ingame, it has the highest damage model of all of the Support class's machine guns, at the cost of a low rate of fire (still higher than the real weapon's; 360 RPM ingame versus the real steel's 240) and a mere 20-round capacity.&lt;br /&gt;
[[Image:Chauchat.jpg|thumb|500px|none|Chauchat Light Machine Gun - 8x50mmR Lebel]]&lt;br /&gt;
[[File:Bf1_chau1.jpg|thumb|none|600px|French soldier holding the Chauchat.]]&lt;br /&gt;
[[File:Bf1_chau2.jpg|thumb|none|600px|Holding the Chauchat.]]&lt;br /&gt;
[[File:Bf1_chau3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Bf1_chau4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mk.I==&lt;br /&gt;
The [[Hotchkiss M1909|Hotchkiss Mk.I]] light machine gun is one of the first Support class weapons, labeled as the &amp;quot;M1909 Benet-Mercie.&amp;quot; The reloading animation for the non-empty reload is inaccurate.&lt;br /&gt;
&lt;br /&gt;
For completion of the Battlefield 1 Singleplayer the player will be awarded &amp;quot;Trench Cleaner&amp;quot;, a skin for the M1909 Benet-Mercie that is usable in Multiplayer.&lt;br /&gt;
[[File:Hotchkiss.jpg|thumb|none|450px|Hotchkiss Mk.I - .303 British]]&lt;br /&gt;
[[File:bf1-m1909hotchikiss.jpg|thumb|none|600px|A soldier shooting a Hotchkiss Mk.I light machine gun.]]&lt;br /&gt;
[[File:bf1-m1909hotchikiss1.jpg|thumb|none|600px|Aiming the light machine gun.]]&lt;br /&gt;
[[File:bf1-m1909hotchikiss2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Trench Cleaner.jpg|thumb|none|600px|&amp;quot;Trench Cleaner&amp;quot; skin granted for the completion of Battlefield 1 Singleplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Huot Automatic Rifle==&lt;br /&gt;
The [[Huot Automatic Rifle]] is available for the Support class. One gun for each class requires reaching max level with the class (Level 10), whereas every other gun and variant is unlocked by Level 3; the Huot is the Support's Level 10 gun. There are two variants available in game, the &amp;quot;Low Weight&amp;quot; and &amp;quot;Optical&amp;quot; variants, but only the &amp;quot;Low Weight&amp;quot; version is usable in multi-player.&lt;br /&gt;
[[File:Huot Automatic Rifle.jpg|thumb|none|500px|Huot Automatic Rifle - .303 British]]&lt;br /&gt;
[[File:Huot1.jpg|thumb|none|600px|Holding the Huot Automatic.]]&lt;br /&gt;
[[File:Huot2.jpg|thumb|none|600px|Holding the Huot.]]&lt;br /&gt;
[[File:HuotAutomaticBF1.jpg|thumb|none|600px|Reloading the Huot.]]&lt;br /&gt;
[[FIle:BF1 Huotcampaign.jpg|thumb|none|600px|Edwards holds a muddy unique Huot Automatic found in ''Fog of War.'' Looking down shows off the rather awkward ergonomics of converting a bolt action Ross rifle to fully-automatic.]]&lt;br /&gt;
[[FIle:BF1 Huotcampaignreload.jpg|thumb|none|600px|Charging the Huot.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] is the first light machine gun available to the Support class. It comes in the &amp;quot;Low Weight,&amp;quot; &amp;quot;Optical,&amp;quot; and &amp;quot;Suppressor&amp;quot; variants. The latter is equipped with a 97 round pan magazine, although is modeled out of the 47 round one.&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[File:bf1 lewis 1.jpg|thumb|none|600px|The Lewis Gun in-game.]]&lt;br /&gt;
[[File:bf1 lewis 2.jpg|thumb|none|600px|Aiming the Lewis.]]&lt;br /&gt;
[[File:bf1 lewis 3.jpg|thumb|none|600px|Reloading the Lewis Gun.]]&lt;br /&gt;
[[File:BF1Lewisreload.jpg|thumb|none|600px|Mashing in a new drum magazine.]]&lt;br /&gt;
[[File:BF1Lewischarging.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Madsen M1902==&lt;br /&gt;
The [[Madsen machine gun|Madsen M1902]] is a Danish light machine gun with a 30+1 magazine capacity. It comes in the &amp;quot;Low Weight,&amp;quot; &amp;quot;Trench,&amp;quot; and &amp;quot;Storm&amp;quot; variants. In the December 16th, 2016 patch, all the &amp;quot;Low-Weight&amp;quot; machine guns were given bipods.&lt;br /&gt;
[[File:MadsenGun1.jpg|thumb|none|450px|Madsen Light Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Bf1-madsen_1.jpg|thumb|none|600px|A Support gunner holds the Madsen MG.]]&lt;br /&gt;
[[File:Bf1-madsen3.jpg|thumb|none|600px|Aiming the Madsen.]]&lt;br /&gt;
[[File:Bf1-madsen2.jpg|thumb|none|600px|Reloading the machine gun.]]&lt;br /&gt;
[[File:BF1Madsenreload.jpg|thumb|none|600px|Loading a new magazine into the M1902. Note the added bipod compared to the older screenshots above.]]&lt;br /&gt;
[[File:BF1Madsencrank.jpg|thumb|none|600px|Giving the crank-style charging handle a pull.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08/15==&lt;br /&gt;
A rare &amp;quot;man-portable&amp;quot; variant of the famous [[Maxim]] heavy machine gun, the [[Maxim MG08/15]] appears in the game. The weapon has exceptional recoil and shot spread when fired initially, but longer continuous bursts allow the weapon to settle and become more accurate provided the player character using it is not moving; crouching assists with this mechanic by making the length of a burst required for the recoil to settle down far shorter. The fact that the iron sights of the weapon cannot be used makes the above gameplay mechanic the only way to use the weapon accurately.  &lt;br /&gt;
&lt;br /&gt;
In singleplayer the Maxim MG08/15 is the first weapon used by the Italian ''Arditi'' unit member Luca Vincenzo Cocchiola, the protagonist of the third &amp;quot;War Story&amp;quot; chapter, titled ''Avanti Savoia''. Luca uses both the machine gun and anachronistically-effective body armour to accomplish the herculean task of storming his way up a mountain in the Italian Dolomites defended by the Austro-Hungarian army, all to protect his twin brother Matteo in a unit fighting nearby.  In multiplayer, the Maxim MG08 is available to any player character who can pick up a &amp;quot;Sentry Kit&amp;quot; from weapon crates that randomly spawn through a level. Mirroring Luca's exploits, any soldiers picking up a &amp;quot;Sentry Kit&amp;quot; in multiplayer are also automatically equipped with the same body armour Luca used, which makes them much more resistant to almost any form of weapon damage, but leaves the user unable to put on a gas mask and thus extremely vulnerable to ingame chemical weaponry. &lt;br /&gt;
&lt;br /&gt;
[[Image:Maxim MG08-15.jpg|thumb|none|450px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BF1_MG08-15_1.jpg|thumb|none|600px|The Maxim MG08/15 lies in a weapon crate, stashed along with pieces of body armour. Experiments with body armour in WWI were partially successful in producing heavy and bulky suits that could defend the user against shrapnel and pistol caliber rounds, but could not protect against rifle-caliber guns. In addition, body armor like this was likely never used by the real ''Arditi'' (Italian for &amp;quot;Daring Ones&amp;quot;) units in WWI, who were primarily armed with a dagger and grenades and normally sent to clear enemy trenches just after a suppressing barrage from friendly artillery lifted.]]&lt;br /&gt;
[[Image:BF1_MG08-15_2.jpg|thumb|none|600px|Holding the Maxim MG08/15 heavy machine gun. As this screenshot shows, it has been fitted with an ahistorical &amp;quot;chainsaw grip&amp;quot;; this seems to be a carrying handle from the Hotchkiss Mk. I.]]&lt;br /&gt;
[[Image:BF1_MG08-15_3.jpg|thumb|none|600px|Reloading; replacing the 200-round belt box.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers= &lt;br /&gt;
&lt;br /&gt;
==Wechselapparat M1917==&lt;br /&gt;
The [[Flammenwerfer M.16#Wechselapparat M1917|Wechselapparat M1917]] appears in the game. In real life, it was the first flamethrower in history intended for, and capable of, being carried and operated by one man; disappointingly, it goes by the shorter name &amp;quot;Wex&amp;quot; rather than the original &amp;quot;Wechselapparat&amp;quot; moniker, depriving us all of the opportunity to hear people unfamiliar with German pronunciations stumble over the name. As with most flamethrowers in film and video games, the Wechselapparat is very short-ranged, cannot spread unignited fuel to create a flammable pool for later ignition, and is treated as having infinite ammunition despite the severely low fuel reserves mandated by weight considerations for man-portable flamethrowers. All this said, it does have considerably better range and damage than most video game flamethrowers, and the sounds it creates (initial ignition, flames themselves, and inevitable screaming) along with the flame effects make for a powerful and terrifying weapon to use or face.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the Wechselapparat is available to all sides via the &amp;quot;Flame Trooper Kit&amp;quot; weapon crates that randomly spawn in multiplayer levels, and is always depicted as spraying a small amount of unlit fuel before the pilot light gets going, most likely for balance reasons. Players using this kit are also automatically equipped with body armour similar to but not as effective as that given to the users of the &amp;quot;Sentry Kit&amp;quot;, presumably to allow Flame Troopers to weather some fire while getting close enough to use their primary weapon. &lt;br /&gt;
&lt;br /&gt;
In singleplayer it is never available to the player, but is seen right from the first &amp;quot;War Story&amp;quot; chapter &amp;quot;Storm of Steel&amp;quot; and the &amp;quot;Through Mud and Blood&amp;quot; chapter, always in the hands of German flame troopers who also wear anachronistically-effective body armour. The flame troopers in singleplayer do possess a weak point, however, as a few hits from any firearm to the Wechselapparat's back-mounted fuel tank is enough to always cause ignited fuel to spray out through the puncture, condemning the attached flame trooper to a flailing fit of screaming through his gas mask, shortly before exploding in a good-sized ball of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Wex flam.jpg|thumb|none|400px|Wechselapparat ''Wex'' M1917. Wechselapparat in German means &amp;quot;exchange apparatus,&amp;quot; referring to how the nitrogen propellant gas in the spherical central tank is exchanged to the larger doughnut-shaped fuel tank, pumping out the fuel.]]&lt;br /&gt;
[[File:bf1 wex 1.jpg|thumb|none|600px|The ''Wechselapparat'' lies in a weapon crate.]]&lt;br /&gt;
[[File:bf1 wex 3.jpg|thumb|none|600px|An American soldier holds the ''Wex''.]]&lt;br /&gt;
[[File:bf1 wex 2.jpg|thumb|none|600px|A German soldier lays down flames with his Wex in the first Trailer.]]&lt;br /&gt;
[[File:bf1 wex 4.jpg|thumb|none|600px|Another American soldier on the right with a Wex Flamethrower. In reality, the Entente forces would develop and deploy their own flamethrowers after seeing the German ones in action, but those do not appear in this game.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==1.59-inch Breech-Loading Vickers Q.F. Gun, Mk II==&lt;br /&gt;
&lt;br /&gt;
The 1.59-inch Breech-Loading Vickers Q.F. Gun Mk II, a rather obscure weapon designed for attacking enemy fortifications and quickly replaced in infantry use by the [[Stokes Trench Mortar]], is a deployable weapon for the Assault class, similar to the rocket and missile launchers of previous games. It is referred to in the game as the &amp;quot;AT Rocket Gun,&amp;quot; which is an error not entirely of the developers' making: due to the two flames emitted from holes in the base of incendiary shells for the aircraft-mounted version, it was popularly known as the &amp;quot;Vickers-Crayford Rocket Gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:1.59-inch Crayford gun photograph.jpg|thumb|none|400px|1.59-inch Breech-Loading Vickers Q.F. Gun, Mk II - 1.59 in (40 mm)]]&lt;br /&gt;
[[Image:Bf1 unk mg.jpg|600px|thumb|none|The Vickers Q.F. Gun, with its mounting deployed on a wall.]]&lt;br /&gt;
[[Image:Bf1_cray1.jpg|600px|thumb|none|Aiming the Vickers Q.F. Gun.]]&lt;br /&gt;
[[Image:Bf1_cray2.jpg|600px|thumb|none|Loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield Grenade launcher==&lt;br /&gt;
The Medic class can equip their long guns with British Enfield cup-type grenade launchers to fire rifle grenades.&lt;br /&gt;
[[File:GrenadeCup001.jpg |thumb|none|300px|The &amp;quot;cup&amp;quot; attachment at the muzzle of a Lee Enfield No.1 Mk. III]]&lt;br /&gt;
[[Image:Bf1 riflegre.jpg|600px|thumb|none|The grenade launcher mounted on a [[Winchester Model 1907]].]]&lt;br /&gt;
&lt;br /&gt;
==Grenade Crossbow==&lt;br /&gt;
A Grenade Crossbow is available for the support class. The Crossbow looks very similar to those that are used in the movie ''[[Capitaine Conan]]''.&lt;br /&gt;
[[Image:Bf1 cross1.jpg|600px|thumb|none|A support gunner holds the crossbow.]]&lt;br /&gt;
[[Image:Bf1 cross2.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
  &lt;br /&gt;
==Flachmine 17==&lt;br /&gt;
The German Flachmine 17 Anti-Tank mine is available for the Assault class.&lt;br /&gt;
[[File:bf1 flach1.jpg|thumb|none|600px|The Flachmine 17 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Geballte Ladung==&lt;br /&gt;
The [[Model 24 Stielhandgranate|Geballte Ladung]] appears as a weapon used by the Assault class (referred to as the &amp;quot;Anti-Tank Grenade&amp;quot;). Note that is the model for the anachronistic [[Model 24 Stielhandgranate]] instead of the accurate [[Model 16 Stielhandgranate|Model 16]] or the [[Model 17 Stielhandgranate|Model 17]].&lt;br /&gt;
[[File:M24 geballte ladung.jpg|thumb|none|200px|Model 24 &amp;quot;Geballte Ladung&amp;quot; (&amp;quot;Bundled Charge&amp;quot;)]]&lt;br /&gt;
[[File:bf1 geballte 1.jpg|thumb|none|600px|An Italian soldier with a Geballte Ladung.]]&lt;br /&gt;
[[File:Bf1-Grenade.jpg|thumb|none|600px|A soldier holding a Model 24 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Jam Tin Grenade==&lt;br /&gt;
The [[Jam Tin Grenade]] is used by the player who destroys the radio in the Rush mode.&lt;br /&gt;
[[File:Gws-jamtinbomb.jpg|thumb|none|300px|Jam Tin Grenade]]&lt;br /&gt;
[[File:Bf1-jamtin.jpg|thumb|none|500px|The grenade placed on the table.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
The American Mk.V CN Gas Grenade appears as the &amp;quot;Gas Grenade''.&lt;br /&gt;
[[File:bf1_gas_1.jpg|thumb|none|600px|The Mk.V ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The [[Mills Bomb]] is the common grenade for the Allied nations in-game. Appears as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:bf1_mills_1.jpg|thumb|none|600px|A British soldier throws a Mills Bomb.]]&lt;br /&gt;
&lt;br /&gt;
==Model 15 Diskushandgranate==&lt;br /&gt;
The Diskushandgranate appears as the &amp;quot;Impact Grenade&amp;quot;.&lt;br /&gt;
[[File:Disc grenade 1914 called 'Turtle' grenade.jpg|thumb|none|250px|Model 15 Diskushandgranate.]]&lt;br /&gt;
[[File:bf1_m15diskus_1.jpg|thumb|none|300px|The M1915 &amp;quot;Turtle&amp;quot; disk grenade in the menu.]]&lt;br /&gt;
[[File:bf1_m15_1.jpg|thumb|none|600px|A German soldier throws the ''Diskushandgranate''.]]&lt;br /&gt;
&lt;br /&gt;
==Model 17 Eierhandgranate==&lt;br /&gt;
The [[Model 17 Eierhandgranate]] appears as the &amp;quot;Mini Grenade&amp;quot;.&lt;br /&gt;
[[File:M17-Ehg.jpg|thumb|none|120px|Model 17 Eierhandgranate.]]&lt;br /&gt;
[[File:bf1_m17_ei_1.jpg|thumb|none|300px|The Eierhandgranate in the menu.]]&lt;br /&gt;
[[File:bf1_m17_1.jpg|thumb|none|600px|The ''Eierhandgranate'' ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The anachronistic [[Model 24 Stielhandgranate]] (identified by the lack of a belt clip on the head) is the standard grenade for the Central Powers in-game: this version, as the name suggests, was not actually available until 1924, with the [[Model 15 Stielhandgranate]], [[Model 16 Stielhandgranate]] and [[Model 17 Stielhandgranate]] being the appropriate WW1 variants. Appears as the &amp;quot;Stick Grenade&amp;quot;.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:bf1_m24_1.jpg|thumb|none|600px|A German Medic throws a ''Stielhandgranate''.]]&lt;br /&gt;
&lt;br /&gt;
==No. 2 Mk II Hale Grenade==&lt;br /&gt;
The British No. 2 Mk II Hale Grenade appears as the ''Light Anti-Tank Grenade''.&lt;br /&gt;
[[Image:Page1No2Mk2.jpg|thumb|none|200px|British No.2  Mk II Hale grenade]]&lt;br /&gt;
[[File:bf1_hale_1.jpg|thumb|none|600px|A soldier throws the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No.27 Smoke Grenade==&lt;br /&gt;
British No.27 smoke grenade appears as the ''Incendiary Grenade''.&lt;br /&gt;
[[Image:No27 smoke grenade.jpg|thumb|none|200px|British No.27 smoke grenade]]&lt;br /&gt;
[[File:bf1_n027_1.jpg|thumb|none|600px|The No.27 grenade is thrown by the player.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==4 inch Stokes Mortar==&lt;br /&gt;
The Mark V tanks can be equipped with 4 inch Stokes Mortars&lt;br /&gt;
[[File:bf1_stokes_1.jpg|thumb|none|600px|The Mortar mounted on a Mark V.]]&lt;br /&gt;
 &lt;br /&gt;
==7.7 cm Feldkanone 96 n.A.==&lt;br /&gt;
During the second gameplay trailer, one player character is seen manning a 7.7cm Feldkanone 96 n.A., followed by the POV player character taking control of one and using it to shoot a British Mark V &amp;quot;male&amp;quot; tank. More Feldkanones are seen around control points in multiplayer footage.&lt;br /&gt;
&lt;br /&gt;
[[File:800px-7.7 cm Feldkanone 16 IMG 6414b.jpg|thumb|none|400px|7.7 cm Feldkanone 96 neuer Art - 77mm]]&lt;br /&gt;
[[File:bf1 fieldcannon 1.jpg|thumb|none|600px|An Entente soldier fires the Feldkanone. The gun would normally require a crew of five. Granted, this is somewhat justified by the agonizingly slow reload, but not where the limitless supply of shells is supposed to be hiding.]]&lt;br /&gt;
[[File:bf1 fieldcannon 2.jpg|thumb|none|600px|Loading a shell.]]&lt;br /&gt;
[[Image:BF1-Feldcanone-1.jpg|thumb|none|600px|A Feldkanone with camouflage.]]&lt;br /&gt;
&lt;br /&gt;
==9.2 inch Mark I Siege Howitzer==&lt;br /&gt;
The 9.2 inch Mark I Siege Howitzer is available with the &amp;quot;They Shall Not Pass&amp;quot; DLC. Unlike the 21 cm Mörser 16 the player can use this Howitzer on the maps &amp;quot;Verdun - Heights&amp;quot; and &amp;quot;Soissons&amp;quot; in the Operation mode. It fires explosive, smoke  and gas shells. In the first mission of &amp;quot;Avanti Savoia&amp;quot; a few unprepared Siege Howitzers can be seen at the beginning.&lt;br /&gt;
[[File:9.2inch Mark 1 Howitzer.JPG |thumb|none|400px|9.2 inch Mark I Siege Howitzer]]&lt;br /&gt;
[[File:bf1_siege_howitzer.jpg|thumb|none|600px|The Howitzer in the trailer.]]&lt;br /&gt;
[[File:bf1_siege_howitzer1.jpg|thumb|none|600px|Manning the Howitzer.]]&lt;br /&gt;
[[File:bf1_siege_howitzer2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
  &lt;br /&gt;
==21 cm Mörser 16==&lt;br /&gt;
Fixed German 21cm Mörser 16 heavy howitzers are seen around base areas in the multiplayer. In the singleplayer campaign British and German soldiers use this howitzers.&lt;br /&gt;
[[File:21-cm-Mörser 16.jpg|thumb|none|400px|Langer 21 cm Mörser Model 16, displayed at the Finnish Artillery Museum in Hämeenlinna - 210mm]]&lt;br /&gt;
[[File:bf1 mörser 01.jpg|thumb|none|600px|A Mörser is prepared by an British soldier in the Mission ''Through Mud and Blood''.]]&lt;br /&gt;
[[File:bf1 mörser 1.jpg|thumb|none|600px|3 Mörsers on the multiplayer map ''St. Quentin Scar''.]]&lt;br /&gt;
&lt;br /&gt;
==38-cm-SK-L/45==&lt;br /&gt;
The Kaliber 38 cm, ''Schnell-Ladekanone'', Kaliberlänge 45 (also called ''Langer Max'', Long Max) can be seen on the map &amp;quot;Rupture&amp;quot;. It cannot be used but it fires at regular intervals. In the &amp;quot;Nothing is Written&amp;quot; campaign the Railroad gun is mounted on the Ottoman armoured train.&lt;br /&gt;
[[File:bf1_rail1.jpg|thumb|none|600px|The ''Schnell-Ladekanone'' on the map &amp;quot;Rupture&amp;quot;.]]&lt;br /&gt;
[[File:bf1_rail2.jpg|thumb|none|600px|Different view.]]&lt;br /&gt;
&lt;br /&gt;
==Becker Type M2 20mm==&lt;br /&gt;
[[Becker machine gun|Becker Type M2 20mm]] is seen in multiplayer footage mounted on Zeppelins and Bomber Aircraft. It is also mounted on boats in the game.&lt;br /&gt;
[[File:Becker Type M2.jpg|thumb|none|450px|Becker Type M2 - 20mm]]&lt;br /&gt;
[[File:Bf1-becker1.jpg|thumb|none|600px|The Becker mounted on a crashed Zeppelin part.]]&lt;br /&gt;
[[File:Bf1-becker3.jpg|thumb|none|600px|Manning the Becker.]]&lt;br /&gt;
[[File:Bf1-becker2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Bf1-madsen.jpg|thumb|none|600px|A Becker Type M2 20mm Auto-Cannon that is mounted on a German Gotha Bomber.]]&lt;br /&gt;
&lt;br /&gt;
==Granatenwerfer 16==&lt;br /&gt;
A Granatenwerfer 16 is available as a gadget for the Support class and comes with two variants, an Airburst version ideal for Infantry but dealing minimal damage to vehicles and a High Explosive (HE) variant ideal for enemy armor but dealing less splash damage to infantry. &lt;br /&gt;
[[File:Granatenwerfer 16.jpg|thumb|none|300px|Granatenwerfer 16]]&lt;br /&gt;
[[File:bf1 grf16 1.jpg|thumb|none|600px|The Granatenwerfer 16 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mle 1914==&lt;br /&gt;
The [[Hotchkiss Mle 1914]] is mounted on the Saint-Chamond assault tank and Char 2C Super Heavy Tank.&lt;br /&gt;
[[Image:M1914Hotchkiss.jpg|thumb|none|500px|The Hotchkiss Mle 1914.]]&lt;br /&gt;
[[File:BF1 Saint Chamond.jpg|thumb|none|600px|The Saint Chamond tank in Battlefield 1. Note the Hotchkiss MGs mounted around the front and sides.]]&lt;br /&gt;
[[File:BF1_hotch14_1.jpg|thumb|none|600px|The Hotchkiss mounted on the Saint Charmond.]]&lt;br /&gt;
[[File:BF1_hotch14.jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The British Mark V tank incorrectly has a [[Lewis Gun]] mounted on the bow, which can be used by the driver; in real life, there would be a separate gunner for the machine gun mounted here. Lewis guns were mounted on previous Marks of British tank, but the Mark V used Hotchkiss guns instead. Mark V tanks seem to be used by both sides, which is actually accurate; huge numbers of tanks were abandoned following failed advances and pressed back into service with German forces.&lt;br /&gt;
&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[Image:BF1-Lewis-3.jpg|thumb|none|600px|A German soldier leaps dramatically into his pilfered Mark V tank, showing the pan magazine of the bow-mounted Lewis gun.]]&lt;br /&gt;
[[Image:BF1-Lewis-2.jpg|thumb|none|600px|View from the bow-mounted Lewis.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Mk II Aircraft MG==&lt;br /&gt;
[[Lewis Gun|Lewis Mk II Aircraft MG]]s are mounted on British planes.&lt;br /&gt;
[[File:Rafmachinegunlewis3.jpg|thumb|none|500px|Lewis Mk II Aircraft MG - .303 British]]&lt;br /&gt;
[[File:bf1 lewisair.jpg|thumb|none|600px|The Lewis Mk II ingame.]]&lt;br /&gt;
[[File:bf1 lewisair 1.jpg|thumb|none|600px|The gunner of a Bristol F.2  biplane using a Lewis Mk II Aircraft MG.]]&lt;br /&gt;
[[File:bf1 lewisair2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==LMG 08/15==&lt;br /&gt;
[[Maxim|LMG 08/15]] machine guns are mounted on a German planes.&lt;br /&gt;
[[File:lmg08-15 air.jpg|thumb|none|500px|LMG 08/15 Air-Cooled - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:bf1 lmg0815 1.jpg|thumb|none|600px|A German pilot looks through his LMG 08/15.]]&lt;br /&gt;
[[File:Bf1-lmg08.jpg|thumb|none|600px|A pair mounted on a Fokker Dr I Triplane.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim Gun==&lt;br /&gt;
&lt;br /&gt;
Fixed [[Maxim]] machine guns can be found around maps seen in the multiplayer pre-alpha. These are shown fitted with a Russian-style ribbed water jacket. A similar Maxim is seen mounted in a cupola on top of the British airship, which is actually a German P-Class Zeppelin.&lt;br /&gt;
&lt;br /&gt;
[[Image:Maxim1910.jpg|thumb|none|450px|Maxim 1910 with 'Sokolov' wheel mount, w/o shield - 7.62x54mmR]]&lt;br /&gt;
[[Image:BF1-Maxim-0.jpg|thumb|none|600px|A Maxim gun on the Battlefield.]]&lt;br /&gt;
[[Image:BF1-Maxim-1.jpg|thumb|none|600px|A German soldier mans a Maxim near his base.]]&lt;br /&gt;
[[Image:BF1-Maxim-2.jpg|thumb|none|600px|A British soldier spawns on top of the Zeppelin, the E prompt showing he is already trying to jump out of it in a rather ill-advised fashion.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
 &lt;br /&gt;
The German A7V tank is equipped with a 57mm main gun and a number of [[Maxim MG08]] machine guns that can be used by the crew. As with the Mark V, the A7V is shown being used by both sides, which is a little less likely since only 20 were built (''Generalquartiermeister'' Erich Ludendorff was disinterested in tanks, declaring them to merely be a &amp;quot;nuisance&amp;quot;) and the British and French already had tanks that were superior to them.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BF1-MG08-1.jpg|thumb|none|600px|A A7V in &amp;quot;Mephisto&amp;quot; optic with 2 rear-mounted MG08 machine guns.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim QF 1 Pounder &amp;quot;Pom-Pom&amp;quot;==&lt;br /&gt;
Maxim QF 1 Pounders appear in certain fixed locations on maps.&lt;br /&gt;
[[Image:QF 1 Pounder.jpg|thumb|none|400px|Maxim-Nordenfelt QF Mk II 1-pounder Pom-Pom gun at the Imperial War Museum, London - 37x94mm R]]&lt;br /&gt;
[[File:bf1 maximqf1.jpg|thumb|none|600px|A Maxim QF 1 Pounder on the Battlefield.]]&lt;br /&gt;
[[File:bf1 maximqf1 1.jpg|thumb|none|600px|Manning the Maxim-Nordenfelt.]]&lt;br /&gt;
&lt;br /&gt;
==Parabellum MG14==&lt;br /&gt;
[[Parabellum MG14]]s are mounted on Halbterstadt and Gotha planes. In the last mission of &amp;quot;Friends in High Places&amp;quot;, the German Zeppelin is armed with a pair of them.&lt;br /&gt;
[[File:Parabellum MG14.jpg|thumb|none|500px|Parabellum MG14 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:bf1 paramg.jpg|thumb|none|600px|The MG14 mounted on a Halberstadt.]]&lt;br /&gt;
[[File:bf1 paramg 1.jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:bf1 paramg 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk 1==&lt;br /&gt;
[[Vickers MK1 Machine Gun|Vickers Mk 1 Machine Gun]]s are mounted on British Pattern 1914 Rolls-Royce Armoured &amp;lt;!--With a u, it's their actual name--&amp;gt; Cars.&lt;br /&gt;
&lt;br /&gt;
[[Image:Vickers gun.JPG|thumb|none|350px|Vickers gun with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:bf1 Vickers 1.jpg|thumb|none|600px|The Vickers Mk 1 on the Armoured Car. These vehicles were an armored body placed on a repurposed Rolls-Royce Silver Ghost chassis.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
&lt;br /&gt;
==Carcano 1891 Placeholder Rifle==&lt;br /&gt;
Italian soldiers in the first trailer are seen with what appear to be ersatz [[Carcano Rifle Series|Carcano 1891 Cavalry Carbine]]s made out of the game's other rifle models. The model, while only witnessed briefly, is very incomplete. The Carcano ultimately does not appear in the release version of the game.&lt;br /&gt;
[[Image:CarcanoM38CavCarbine.jpg|thumb|none|450px|Carcano M91/38 Cavalry Carbine with folded bayonet - 6.5x52mm]]&lt;br /&gt;
[[File:bf1 un 1.jpg|thumb|none|600px|Italian soldiers charging. Note that there are no folding bayonets.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-style=&amp;quot;height: 30px;&amp;quot;&lt;br /&gt;
!align=center colspan=&amp;quot;3&amp;quot; bgcolor=#D0E7FF |&amp;lt;div style=&amp;quot;font-size: 125%;&amp;quot;&amp;gt;''[[Battlefield]]'' Franchise&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;150&amp;quot;|'''Main series'''||style=&amp;quot;padding-left: 1em&amp;quot; width=&amp;quot;550&amp;quot;|''[[Battlefield: 1942]]'' (2002){{@}}''[[Battlefield: Vietnam]]'' (2004){{@}}''[[Battlefield 2]]'' (2005){{@}}''[[Battlefield 3]]'' (2011){{@}}''[[Battlefield 4]]'' (2013) {{@}}'''''Battlefield 1''''' (2016)&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;150&amp;quot;|'''Bad Company Series'''||bgcolor=#E8E8E8 style=&amp;quot;padding-left: 1em&amp;quot;|''[[Battlefield: Bad Company]]'' (2008){{@}}''[[Battlefield: Bad Company 2]]'' (2010)&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;150&amp;quot;|'''Spin-Offs'''||bgcolor=#E8E8E8 style=&amp;quot;padding-left: 1em&amp;quot;|''[[Battlefield: 1943]]'' (2009){{@}}''[[Battlefield Hardline]]'' (2014)&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;150&amp;quot;|'''Third-Party Modifications'''||style=&amp;quot;padding-left: 1em&amp;quot;|''[[Battlefield: 1918]]'' (2003){{@}}''[[Forgotten Hope]]'' (2003){{@}}''[[Desert Combat]]'' (2003){{@}}''[[Forgotten Hope 2]]'' (2005){{@}}''[[Project Reality]]'' (2005){{@}}''[[Project Reality: Falklands]]'' (2012){{@}}''[[Project Reality: Vietnam]]'' (2012){{@}}''[[Project Reality: Normandy]]'' (2013)&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;150&amp;quot;|'''Free-to-Play'''||bgcolor=#E8E8E8 style=&amp;quot;padding-left: 1em&amp;quot;|''[[Battlefield Heroes]]'' (2009){{@}}''[[Battlefield Play4Free]]'' (2011)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_1&amp;diff=1106031</id>
		<title>Battlefield 1</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_1&amp;diff=1106031"/>
		<updated>2017-05-13T14:41:00Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Luger Selbstlader Model 1906 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield 1&lt;br /&gt;
|picture=Battlefield1.jpg&lt;br /&gt;
|caption=''PC Boxart''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date= October 21, 2016&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;XBOX One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 1''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts, and the latest installment in the popular ''[[Battlefield]]'' series. It is set in a fictionalized version of the First World War, with players taking on the role of soldiers in the trenches or controlling vehicles from tanks and early fighter planes to armored trains and Zeppelins.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The game's class system is altered somewhat from previous incarnations. The Assault class is close to the anti-tank classes of previous games, using heavy anti-vehicle weapons and submachine guns or shotguns, the Medic class are general-purpose combatants with automatic or semi-automatic rifles, the Support class use machine guns, and the Scout class use sniper rifles. There are also new vehicle-using &amp;quot;Tanker&amp;quot; and &amp;quot;Pilot&amp;quot; classes, both using pistol-carbines and the former having a repair tool; these appear to be automatically assigned if the player chooses to spawn directly inside a vehicle.&lt;br /&gt;
&lt;br /&gt;
''Battlefield 1'' has changed the way weapons work in the form of certain attachments. Each weapon has a set number of variants with pre-allocated attachments instead of allowing the player to customize their attachment loadout. The only attachments that can be customized by the player are Ironsights, Bayonets, Magnification range and in the case of automatic weapons adjusting the direction of recoil control. Below is a list of common names referring to each variant.&lt;br /&gt;
&lt;br /&gt;
* Factory - Describes the weapon being light weight having fast movement speeds and ADS times. No Attachments installed. &lt;br /&gt;
&lt;br /&gt;
* Trench - Refers to the weapon having improved hip fire or close range abilities. Typically equipped with a foregrip or some unique cases such as the Winchester 1895, a caliber change. &lt;br /&gt;
&lt;br /&gt;
* Storm - Refers to the weapon having improved ADS Accuracy even when moving. Formerly called &amp;quot;Light Infantry&amp;quot; in the Alpha and Open Beta versions. &lt;br /&gt;
&lt;br /&gt;
* Optical - Attaches an experimental optical &amp;quot;Dot&amp;quot; sight for greater ADS accuracy. In some weapons such as those in the Assault class, it adds both the sight and a foregrip. &lt;br /&gt;
&lt;br /&gt;
* Marksman - Attaches a medium range optical sight with a magnification range between 2.5x and 5x as well as bipod. &lt;br /&gt;
&lt;br /&gt;
* Sniper - Equipped with a long range optical sight with magnification ranges between 5x and 10x as well as a bipod for stabilised accuracy. The Mondragon rifle is the only medic rifle to support this variant, only the Scout class has the variant otherwise. &lt;br /&gt;
&lt;br /&gt;
* Backbored - Applies to Shotguns, refers to the weapon using low-recoil buckshot allowing for less recoil but faster damage drop off. &lt;br /&gt;
&lt;br /&gt;
* Hunter - Applies to Shotguns, attaches a choke tightening shot spread for greater range. &lt;br /&gt;
&lt;br /&gt;
* Slug - Only applies to the Model 10-A, equipped with Slugs and a Magnified Dot Sight. Formerly called the &amp;quot;Heavy&amp;quot; variant in the Open Beta. &lt;br /&gt;
&lt;br /&gt;
* Extended - Extends the weapons magazine, only the Browning Auto-5 and Remington Model 8 have this variant prefix. &lt;br /&gt;
&lt;br /&gt;
* Low Weight - Applies to Machine Guns, identical to the &amp;quot;Factory&amp;quot; variant having no attachments but improved movement speed and ADS times. &lt;br /&gt;
&lt;br /&gt;
* Telescopic - Applies to Machine Guns, Equipped with a bipod and a medium range optical sight with a magnification range between 2.5x and 5x. &lt;br /&gt;
&lt;br /&gt;
* Suppressive - Applies to Machine Guns, extends the weapons magazine capacity, adds a bipod and attaches an optical sight. &lt;br /&gt;
&lt;br /&gt;
* Infantry - Applies to Scout weapons, removes optical sights in place of standard ironsights, considered identical to the &amp;quot;Factory&amp;quot; prefix. &lt;br /&gt;
&lt;br /&gt;
* Carbine - Applies to Scout Weapons, removes the medium or long range telescopic sight in place of a short range &amp;quot;Dot&amp;quot; sight with increased movement, ADS times and slightly better hip fire accuracy. &lt;br /&gt;
&lt;br /&gt;
* Sweeper - Only available to the Winchester 1907 and the M97 Trench Gun. In case of the 1907 it adds a foregrip and select fire functionality improving hip fire and close range effectiveness while the M97 shotgun adds a duckbill choke for greater shot dispersion. &lt;br /&gt;
&lt;br /&gt;
* Experimental - Applies only to the MP18 and Springfield 1903. MP18 Experimental locks the weapon to a three round burst, having greater long range accuracy. The Springfield 1903 Experimental attaches the Pedersen device.&lt;br /&gt;
&lt;br /&gt;
In addition, taking a page from ''[[Battlefield Hardline]]'', each of the classes have their own class-exclusive sidearms.  However, there are also a small handful of all-class sidearms available.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Beretta M1915==&lt;br /&gt;
The [[Beretta M1915]] is available as one of the Support class's sidearms as the &amp;quot;Modello 1915.&amp;quot; Able to kill in 4 shots at short distances, it offers a decent sized magazine at 8 rounds plus one chambered and a fast rate of fire for the pistol class. &lt;br /&gt;
[[File:Beretta M1915.jpg|thumb|none|300px|Beretta M1915 - .32 ACP]]&lt;br /&gt;
[[Image:BF1-ber15_1.jpg|thumb|600px|none|British soldier holds the Beretta 1915.]]&lt;br /&gt;
[[Image:BF1-ber15_2.jpg|thumb|600px|none|Aiming the pistol.]]&lt;br /&gt;
[[Image:BF1-ber15_3.jpg|thumb|600px|none|Reloading, note the unusual sight of trigger discipline in World War I. Also note that the slide is locked back, which is impossible as the M1915 has no mechanism to lock the slide back besides a magazine cut out. ]]&lt;br /&gt;
&lt;br /&gt;
==Borchardt C-93==&lt;br /&gt;
The [[Borchardt C-93]] is an available pistol that can be utilised by all classes once unlocked by getting to Rank 10 with the Support Class. It inflicts similar damage to some of the faster firing pistols at 4 shots within close range but is hampered by a somewhat average rate of fire. It does however possess one of the best hip fire ratings of all the pistols. &lt;br /&gt;
[[Image:borchardtc93.jpg|thumb|400px|none|Borchardt C-93 - 7.65x25mm Borchardt]]&lt;br /&gt;
[[Image:BF1 Gamescom Trailer C93.jpg|thumb|600px|none|A German soldier holds the Borchardt.]]&lt;br /&gt;
[[Image:BF1_ C93_2.jpg|thumb|600px|none|Aiming the Borchardt.]]&lt;br /&gt;
[[Image:BF1_ C93_3.jpg|thumb|600px|none|Reloadng.]]&lt;br /&gt;
[[Image:BF1_ C93_4.jpg|thumb|600px|none|Chambering the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1903 Hammerless==&lt;br /&gt;
A [[Colt 1903 Hammerless]] is available for the Assault class. It is the fastest firing pistol in the Assault Class at 450 RPM but is also relatively weak, killing in about 4 shots at close range. &lt;br /&gt;
[[Image:ColtM1903HammerlessWoodGrips.jpg|thumb|300px|none|Colt 1903 Hammerless with Colt Wood Grips - .32 ACP]]&lt;br /&gt;
[[File:BF1_colt1903_1.jpg|thumb|none|600px|An Assault Gunner holds the Colt.]]&lt;br /&gt;
[[File:BF1_colt1903_2.jpg|thumb|none|600px|Aiming the Colt.]]&lt;br /&gt;
[[File:BF1_colt1903_3.jpg|thumb|none|600px|Reloading. Note the inaccurate locked back slide despite the empty magazine being removed and replaced. '''However, as of the February 2017 patch, the animation was updated to properly depict the slide as remaining in battery after the last shot is fired.''']]&lt;br /&gt;
[[File:BF1Colt1903reload.jpg|thumb|none|600px|Powerstroking the slide of the Hammerless, similar to the M1911.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911/A1==&lt;br /&gt;
The &amp;quot;M1911&amp;quot; in the game is a hybrid with features of both the [[M1911]] and [[M1911A1]], the latter being anachronistic since the M1911A1 was not standardised until 1926. It has a long M1911-style trigger and hammer spur and a short grip safety spur, but an A1-style frame cutout behind the trigger, no diamond markings on the grip, and a curved mainspring housing. The M1911 is the default starting pistol and is able to kill a target within 3 shots at close range with a moderate rate of fire and reload time, however its weapon spread and recoil are more severe than other pistols. &lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|none|300px|Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|300px|none|Pre-War Colt M1911A1 Pistol - Commercial Model known as the &amp;quot;Colt Government Model&amp;quot; - .45 ACP. This has a deep Colt factory blued finish, common for commercial variants before and after the war.]]&lt;br /&gt;
[[File:BF1_M1911_hellfighter.jpg|thumb|none|600px|The Colt M1911 Hellfighter ingame.]]&lt;br /&gt;
[[File:BF1 M1911 Idle.jpg|thumb|none|600px|A M1911 with a two-toned finish, an in-game skin for the M1911 called &amp;quot;The Incarcerator,&amp;quot; rewarded to players who completed an M1911-specific community mission in Battlefield 4 and Battlefield Hardline before October 17th, 2016.]]&lt;br /&gt;
[[File:BF1 M1911 ADS.jpg|thumb|none|600px|ADS.]]&lt;br /&gt;
[[File:BF1 M1911 mid-reload.jpg|thumb|none|600px|Mid-reload.]]&lt;br /&gt;
[[File:M1911 empty reload.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:BF1M1911reload.jpg|thumb|none|600px|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911/A1 &amp;quot;Extended&amp;quot;===&lt;br /&gt;
The &amp;quot;M1911 Extended&amp;quot; is a pistol-carbine variant of the [[Colt M1911]], uses by Tankers and Pilots. It's semi-automatic, has a 15 round magazine, and is fitted with a wire-frame stock and Thompson-style foregrip (the same foregrip featured on Trench-variant weapons in the game). In a notable (but acknowledged by the devs) animation error, the weapon is animated as a double action only pistol (the hammer even cycles) and the slide does not lock open when empty, being fully cycled by the player on an empty reload; it's fantastic animation work, just not for an M1911.&lt;br /&gt;
[[File:1911machinepistol.jpg|thumb|none|400px|Colt M1911A1 Machine Pistol factory full-auto conversion - .38 Super. Somewhat similar to the one in game.]]&lt;br /&gt;
&lt;br /&gt;
==FN M1903==&lt;br /&gt;
The [[FN Browning 1903|FN M1903]] is available by default alongside the M1911 and P08. Called the &amp;quot;Mle. 1903&amp;quot; in-game it offers a balance between the two other default sidearms by being faster than the M1911 and P08 but offering less damage as a result.&lt;br /&gt;
[[Image:Browning_1903.jpg|thumb|300px|none|FN Browning Model 1903 - 9x20mm Browning Long]]&lt;br /&gt;
[[File:BF1 Browning 1903 idle.jpg|thumb|none|600px|The FN 1903 ingame.]]&lt;br /&gt;
[[File:BF1 Browning 1903 ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
[[File:BF1 Browning 1903 empty reload.jpg|thumb|none|600px|An empty reload; note the incorrect locked open slide despite the empty mag being removed before.]]&lt;br /&gt;
[[File:BF1 Browning 1903 mid-reload.jpg|thumb|none|600px|The weapon during a mid-magazine reload.]]&lt;br /&gt;
&lt;br /&gt;
===Mle. 1903 Extended=== &lt;br /&gt;
The &amp;quot;They Shall Not Pass&amp;quot; DLC adds the &amp;quot;Mle. 1903 Extended&amp;quot; for the Pilot and Tanker classes, with a stock and 10-round magazine.&lt;br /&gt;
[[Image:Browning_1903_stock.jpg|thumb|350px|none|FN Browning Model 1903 with shoulder stock holster - 9x20mm Browning Long]]&lt;br /&gt;
[[File:BF1 Browning 1903ex idle.jpg|thumb|none|600px|The FN 1903 Extended ingame.]]&lt;br /&gt;
[[File:BF1 Browning 1903ex ADS.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1 Browning 1903ex re.jpg|thumb|none|600px|Reloading. Note the stock.]]&lt;br /&gt;
&lt;br /&gt;
==Frommer Stop==&lt;br /&gt;
The [[Frommer Stop]] is available for the Scout Class. It is yet again another fast firing pistol at 450 RPM but is offset with low damage at 4 shots at close range. Unlike other 4 shot, high ROF pistols it only holds 7 rounds plus one chambered instead of the usual 8 plus 1. &lt;br /&gt;
[[File:Frommer-Stop-Rightside.jpg|thumb|none|300px|Frommer Stop - .380 ACP]]&lt;br /&gt;
[[File:BF1_frommer1.jpg|thumb|none|600px|German soldier holds the Frommer Stop.]]&lt;br /&gt;
[[File:BF1_frommer2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1_frommer3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Frommer Stop Machine Pistol===&lt;br /&gt;
The fully-automatic lengthened-barreled variant of the [[Frommer Stop]] is available to the Pilot and Tanker classes as the &amp;quot;Frommer Stop Auto&amp;quot;. In-game it erroneously holds 14 rounds plus one in the chamber, whereas the real extended magazine of this variant held 15 rounds.&lt;br /&gt;
[[File:Frommerstopautomaticmp.jpg|thumb|none|400px|Frommer Stop Machine Pistol - .380 ACP]]&lt;br /&gt;
[[File:BF1_frommerau1.jpg|thumb|none|600px|An American Tanker holds the pistol.]]&lt;br /&gt;
[[File:BF1_frommerau2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1_frommerau3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Kolibri Pistol==&lt;br /&gt;
The tiny [[Kolibri Pistol|Kolibri 2.7mm Pistol]] is the weakest and smallest pistol in the game, unlocked by getting to Rank 10 with the Scout Class. The weapon seems to have been included primarily as a joke similar to the old ability to kill someone by hitting them in the head with a stun grenade; its damage output at point-blank range is only 5 per shot, and it can only reach levels comparable to other pistols when aiming for the head. Even then, it only deals 25 damage - respectable, but not for a point-blank headshot.&lt;br /&gt;
[[Image:Kolibri.jpg|thumb|none|325px|2mm Kolibri pistol with a penny for scale - 2.7x9mm Kolibri]]&lt;br /&gt;
[[File:BF1_koli.jpg|thumb|none|600px|A scout draws the Kolibri.]]&lt;br /&gt;
[[File:BF1_koli1.jpg|thumb|none|600px|Holding the pistol.]]&lt;br /&gt;
[[File:BF1_koli2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_koli3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Lancaster Howdah Pistol==&lt;br /&gt;
A Lancaster 4-barreled [[Howdah Pistol]] chambered in .476 CF is available to the Assault Class. It is a 2 shot kill at close range, but damage drops off sharply at longer distances; in comparison to the Gasser it offers a faster rate of fire (257 RPM compared to the 180 RPM of the Gasser) and a much faster reload speed as the soldier character inserts two rounds at a time when reloading. &lt;br /&gt;
&lt;br /&gt;
For 100% completion of the campaign &amp;quot;The Runner&amp;quot; the player will be awarded &amp;quot;Frontiersman&amp;quot;, a skin for the Howdah Pistol that is usable in Multiplayer.&lt;br /&gt;
[[Image:Lancasterone.jpg|thumb|none|350px|Lancaster 4-barrelled Howdah Pistol - .476 CF]]&lt;br /&gt;
[[File:BF1_howdah1.jpg|thumb|none|600px|A German soldier holds the pistol.]]&lt;br /&gt;
[[File:BF1_howdah2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1_howdah3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Frontiersman.jpg|thumb|none|600px|&amp;quot;Frontiersman&amp;quot; skin granted for 100% completion of &amp;quot;The Runner&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Luger LP08 &amp;quot;Artillery&amp;quot;==&lt;br /&gt;
A [[Luger P08|Luger LP08 &amp;quot;Artillery&amp;quot;]] with buttstock and ''Trommelmagazin 08'' snail drum magazine can be seen on the art. In-game, it is an available weapon for the Tanker and Pilot classes. Despite the increased barrel length it only inflicts marginally more damage at range than the standard Luger P08. In the final version, however, it also received a long barrel with foregrip, from the carbine variant.&lt;br /&gt;
[[File:Luger-P08ArtilleryWDrum.jpg|thumb|none|350px|Luger LP08 &amp;quot;Artillery&amp;quot; model with the rare 32-round ''Trommelmagazin 08'' snail drum magazine compatible with the [[Bergmann MP18]] submachine gun - 9x19mm]]&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|A rare Luger carbine - 9x19mm]]&lt;br /&gt;
[[File:BF1 LP08 Art.jpg|thumb|none|600px|A German soldier on the right holding the Luger LP08 &amp;quot;Artillery&amp;quot; model pistol.]]&lt;br /&gt;
[[File:BF1 LP08 Art_1.jpg|thumb|none|600px|A British pilot holds the Luger Artillery.]]&lt;br /&gt;
[[File:BF1 LP08 Art_2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1 LP08 Art_3.jpg|thumb|none|600px|Reloading a ''Trommelmagazin 08''. Note the foregrip from the carbine variant.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] pistol appears as a sidearm. A heavily engraved Luger P08 appears in the '''Red Baron Pack''', which is included in the '''''Early Enlister Deluxe Edition'''''. It is a 4 shot kill at close range with a moderatly fast rate of fire and good hip fire accuracy. It holds 8 rounds plus one chambered. &lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:BF1 Weapons P08.jpg|thumb|none|600px|A German pilot with a Luger P08.]]&lt;br /&gt;
[[File:BF1 Weapons P08 aim.jpg|thumb|none|600px|Aiming the Luger.]]&lt;br /&gt;
[[File:BF1 Weapons P08 reloading.jpg|thumb|none|600px|The Luger P08 being reloaded.]]&lt;br /&gt;
[[File:BF1-Early-Enlister.jpg|thumb|none|600px|Note that the second &amp;quot;Behemoth&amp;quot; is the [http://en.wikipedia.org/wiki/HMS_Iron_Duke_(1912) HMS ''Iron Duke''] or a ship of the same class, while the third is the WW1-era Russian / Soviet &amp;quot;rail cruiser&amp;quot; ''[http://warisboring.com/a-remarkable-armored-train-fought-its-way-across-eurasia-db3e3180b50c Zaamurets]'', later known as ''Polipanovtsi'', ''BP-4'', ''Lenin'', ''Orlik'' and ''Train No. 105''. This train served on both sides during the Russian Civil War and undertook a remarkable journey across the world, ultimately ending up in the hands of the Japanese military after being seized from Chinese forces in Manchuria.]]&lt;br /&gt;
&lt;br /&gt;
==Mars Automatic Pistol==&lt;br /&gt;
The [[Mars Automatic Pistol]] is available for the Scout class. It appears to have a 10-round magazine, suggesting it could be chambered for 8.5mm or 9mm Mars. It has high stopping however the Gasser Revolver is the most powerful in terms of raw damage, the Mars sports decent hip fire accuracy but has high recoil and a below average rate of fire. &lt;br /&gt;
[[Image:Mars01.jpg|thumb|none|350px|Mars Automatic Pistol - 8.5x26mm Mars / 9x26mm Mars / .45 Mars]]&lt;br /&gt;
[[File:BF1_mars_1.jpg|thumb|none|600px|A British sniper holds the Mars Pistol.]]&lt;br /&gt;
[[File:BF1_mars_2.jpg|thumb|none|600px|Aiming the Mars.]]&lt;br /&gt;
[[File:BF1_mars_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
A [[Mauser C96]] is available as one of the Medic class's sidearms. It is relatively weak at a 4 shot kill at close range but can be fired relatively quickly. A known reload bug plays when using the weapon as it will sometimes load rounds one at a time when completely empty instead of loading a stripper clip while other times the weapon will be reloaded with 21 rounds, 11 more rounds than what the weapon can possibly hold. A version of the weapon available only to the DICE developers is the &amp;quot;Export&amp;quot; variant.&lt;br /&gt;
&lt;br /&gt;
For 100% completion of the campaign &amp;quot;Through Mud and Blood&amp;quot; the player will be awarded &amp;quot;His Lordship&amp;quot;, a skin for the Mauser C96 that is usable in Multiplayer. &lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|300px|Pre-war Mauser C96 &amp;quot;Broomhandle&amp;quot; Commercial Version - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:BF1 C96 Idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:BF1 C96 ADS.jpg|thumb|none|600px|Aiming Down sights]]&lt;br /&gt;
[[File:BF1 C96 recoil.jpg|thumb|none|600px|Mid-recoil. Note the spent casing ejecting from the gun]]&lt;br /&gt;
[[File:C96 empty reload.jpg|thumb|none|600px|Empty reload]]&lt;br /&gt;
[[File:BF1 C96 mid-reload.jpg|thumb|none|600px|Mid-reload, loading one round at a time.]]&lt;br /&gt;
[[File:His Lordship.jpg|thumb|none|600px|&amp;quot;His Lordship&amp;quot; skin granted for 100% completion of &amp;quot;Through Mud and Blood&amp;quot;.]]&lt;br /&gt;
[[FIle:BF1 C96suppressor.jpg|thumb|none|600px|Anzac runner Frederick Bishop overlooks the Dardanelles with a Maxim Silencer-equipped C96. It is also modeled with the C96 Carbine's 20-round magazine, but appears to only load 10.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Carbine==&lt;br /&gt;
A carbine [[Mauser C96]] is the main weapon for the Pilot and Tanker classes where it is the default primary weapon. Oddly, the weapon has a 20-round fixed magazine; while these did exist, they weren't ever recorded as being put into carbines. Despite being a Carbine it inflicts identical damage to the regular C96 at 4 shots and only has a slightly higher muzzle velocity. &lt;br /&gt;
[[File:C96carbine.jpg|thumb|none|500px|Mauser C96 Carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:BF1 C96Carbine menu.jpg|thumb|none|600px|Mauser C96 Carbine in the customize menu.]]&lt;br /&gt;
[[File:BF1 C96Carbine1.jpg|thumb|none|600px|A German pilot holds the Mauser C96 Carbine.]]&lt;br /&gt;
[[File:BF1 C96Carbine2.jpg|thumb|none|600px|Aiming the pistol carbine.]]&lt;br /&gt;
[[File:BF1 C96Carbine3.jpg|thumb|none|600px|Reloading a 10 stripper clip.]]&lt;br /&gt;
[[FIle:BF1 C96Carbinescope.jpg|thumb|none|600px|Zara holds a unique scoped Mauser C96 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Pocket Pistol 1914==&lt;br /&gt;
The [[1914 Mauser Pocket Pistol]] is available as one of the Medic class's sidearms as the &amp;quot;Taschenpistole M1914&amp;quot; (which is German for &amp;quot;pocket pistol&amp;quot;). It is a faster firing pistol at 450 RPM, but like other pistols in the same role is relatively weak, killing in 4 shots. &lt;br /&gt;
[[File:1914MauserPocket.jpg|thumb|none|300px|1914 Mauser Pocket Pistol - 7.65x17mmSR]]&lt;br /&gt;
[[File:BF1_taschen1.jpg|thumb|none|600px|A German medic holds the Mauser ''Taschenpistole M1914''.]]&lt;br /&gt;
[[File:BF1_taschen2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1_taschen3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M1912==&lt;br /&gt;
The [[Steyr M1912]] appears as a Support-exclusive sidearm. When performing a non-empty reload, the player character correctly opens the action and presses a button that dumps all remaining rounds from the gun, then loads it with a stripper clip. When empty, the gun simply locks open like most pistols and is then loaded with the clip, making an empty reload much faster. Considering Support has access to infinite ammo, it's likely a good idea to empty the pistol whenever using it. It should also be noted that the gun actually ejects the correct amount of remaining rounds, ranging from one to seven. It is relatively weak, killing in 4 shots with an moderatly fast rate of fire at 360 RPM.&lt;br /&gt;
[[Image:SteyerHahn1913Pistol.jpg|thumb|none|300px|Steyr Hahn Model 1912 (1913 mfg) - 9x23mm Steyr]]&lt;br /&gt;
[[File:BF1_steyr1912_1.jpg|thumb|none|600px|Holding the Steyr M1912.]]&lt;br /&gt;
[[File:BF1_steyr1912_2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1M1912open.jpg|thumb|none|600px|Pulling the slide back during a mid-magazine reload.]]&lt;br /&gt;
[[File:BF1M1912ejecting.jpg|thumb|none|600px|Letting some happy little 9x23mm Steyr rounds go free.]]&lt;br /&gt;
[[File:BF1M1912clip.jpg|thumb|none|600px|Inserting an 8-round stripper clip.]]&lt;br /&gt;
[[File:BF1_steyr1912_3.jpg|thumb|none|600px|Thumbing in the cartridges.]]&lt;br /&gt;
[[File:BF1M1912releasing.jpg|thumb|none|600px|All rounds loaded, the character prepares to yank out the clip to release the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Webley &amp;amp; Scott No. 1 Mk. III* Signal Pistol==&lt;br /&gt;
The Scout class can use a [[Webley &amp;amp; Scott Signal Pistols|Webley &amp;amp; Scott No. 1 Mk. III* Signal Pistol]], firing flares that either spot enemies close to them or blind any observers (a bit like a flashbang, but with a bit longer &amp;quot;flash&amp;quot;, and no &amp;quot;bang&amp;quot;), but set enemies on fire on direct hit in either case. In other cases it's very common for users to light themsleves on fire when the flare is fired in close proximity and enemies who run over the flare will take additional fire damage for a short duration. Notably, the weapon is never seen ejecting any casings; the rounds behave as though they were caseless.&lt;br /&gt;
&lt;br /&gt;
[[Image:Webley Signal Pistol.JPG|thumb|none|300px|Webley &amp;amp; Scott No. 1 Mk. III* Signal Pistol - 1 inch - brass frame and barrel]]&lt;br /&gt;
[[Image:BF1-Flaregun-1.jpg|thumb|none|600px|A German pilot holds the Webley &amp;amp; Scott Flare gun.]]&lt;br /&gt;
[[Image:BF1-Flaregun-2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Bodeo M1889==&lt;br /&gt;
The [[Bodeo M1889]] is available for Scout class at rank 2. A reasonably powerful 2 shot kill at close range however damage drops off sharply at longer distances to the point it will require all 6 rounds to kill a soldier at max range. It is painfully slow to reload as it reloads via a reloading gate, removing spent cartridges one at a time and inserting new ones. Although it is also reloaded in what seems to be a rather unsafe manner (pulling the trigger to rotate the cylinder after each round is inserted), this is how the Bodeo is supposed to function; with the loading gate open, the hammer is disconnected from the trigger, allowing this faster method of reloading compared to other gate-loaded revolvers. It is however a moderately fast revolver in comparison to revolvers in other classes. &lt;br /&gt;
[[File:Bodeo.jpg|thumb|none|300px|Bodeo Model 1889 Type II - 10.4x22mm Italian]]&lt;br /&gt;
[[File:BF1_bodeo_1.jpg|thumb|none|600px|A Scout holds the Bodeo revolver.]]&lt;br /&gt;
[[File:BF1_bodeo_2.jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:BF1_bodeo_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Gasser M1870==&lt;br /&gt;
The Austrian [[Gasser Revolvers|Gasser M1870]] revolver is available and is exclusive to the Assault Class. It is likely the 11.25x36mmR model, as the description states it was favoured by Austrian Stormtroopers. It fires single action only, is a pain to reload due to its loading gate system, and is, unlike the other revolvers, a very reliable two hit kill weapon at medium distances.&lt;br /&gt;
[[Image:Gasser_M1870s.jpg|thumb|none|350px|Gasser M1870 Montenegrin second model - 11.25x36mmR Gasser]]&lt;br /&gt;
[[File:BF1 Grasser idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:BF1 Grasser ADS.jpg|thumb|none|600px|Aiming down sights]]&lt;br /&gt;
[[File:BF1 Grasser reload.jpg|thumb|none|600px|Reloading, each round is loaded one by one]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson New Model No.3==&lt;br /&gt;
The [[Smith &amp;amp; Wesson New Model No.3]] is available, simply called &amp;quot;No.3 Revolver&amp;quot;. It lacks the trigger guard spur of the Russian Model and according to the in-game stats is chambered in .44 American. It can be used by all classes but must be unlocked by getting Rank 10 with Assault. Like other Revolvers it is somewhat powerful at close range killing about 2 shots but damage drops off sharply at long range. It is one of the two only top break revolvers in the game offering a much faster reload in comparison to other revolvers. &lt;br /&gt;
[[File:NBV49-T-F2-H.jpg|thumb|none|350px|Smith &amp;amp; Wesson New Model No.3 Target - .44 S&amp;amp;W American]]&lt;br /&gt;
[[File:BF1_smith1.jpg|thumb|none|600px|Holding the revolver.]]&lt;br /&gt;
[[File:BF1_smith2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_smith3.jpg|thumb|none|600px|Reloading]]&lt;br /&gt;
&lt;br /&gt;
==Webley-Fosbery Auto Revolver==&lt;br /&gt;
The [[Webley-Fosbery Automatic Revolver]] is shown being used by several tank crewman during the campaign mission &amp;quot;Through Mud and Blood&amp;quot;. In-game, it is one of the Medic class's sidearms when it offers a high damage 2 shot kill at close range with damage dropping sharply at longer ranges with a faster reload in comparison to other revolvers. Called the &amp;quot;Auto Revolver&amp;quot;- which is more or less correct, but not terribly specific; an auto-revolver is a type of weapon (albeit with very few of the sort existing), not an individual one. Like the S&amp;amp;W No.3 Revolver it is one of two revolvers that reload via a top break system.&lt;br /&gt;
&lt;br /&gt;
For 100% completion of the campaign &amp;quot;Friends in High Places&amp;quot; the player will be awarded &amp;quot;Straight Flush&amp;quot;, a skin for the Auto Revolver that is usable in Multiplayer. &lt;br /&gt;
[[File:Webley-Fosbery.jpg|thumb|none|300px|Webley-Fosbery Auto Revolver - .455 Webley]]&lt;br /&gt;
[[File:BF1 Auto Revolver idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:BF1 Auto Revolver ADS.jpg|thumb|none|600px|Aiming down sights]]&lt;br /&gt;
[[File:BF1 Auto Revolver recoil.jpg|thumb|none|600px|Mid-recoil. As seen here, the top frame recoils, turning the cylinder to the next chamber. Note the grooves in the cylinder, which helped rotate it to the next round]]&lt;br /&gt;
[[File:BF1 Auto Revolver reload.jpg|thumb|none|600px|Reload. Note the spent .455 casings ejecting out of the cylinder.]]&lt;br /&gt;
[[File:Straight Flush.jpg|thumb|none|600px|&amp;quot;Straight Flush&amp;quot; skin granted for 100% completion of &amp;quot;Friends in High Places&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Bulldog==&lt;br /&gt;
A [[Webley Bulldog]] revolver is available as one of the Support class's sidearms. Like other revolvers it is a 2 shot weapon at close range and is the fastest firing of the Revolver class at 257 RPM (in comparison to the Auto Revolver which has 225 RPM) but damage drops off sharply at longer ranges to counter its fast rate of fire. The weapon reloads via a loading gate, ejecting and inserting new rounds one at a time. &lt;br /&gt;
[[File:WebleyBulldog.jpg|thumb|none|300px|Webley BullDog - .45 caliber - 1870s. Note that the one in-game is a later model, and has an unfluted cylinder]]&lt;br /&gt;
[[File:BF1 Bulldog Idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:Bulldog ADS.jpg|thumb|none|600px|Aiming down sights]]&lt;br /&gt;
[[File:BF1 Bulldog reload.jpg|thumb|none|600px|Reloading, similar to the Gasser 1870]]&lt;br /&gt;
[[File:BF1Bulldogejecting.jpg|thumb|none|600px|Another frame of the reload; tapping the ejector rod.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta M1918==&lt;br /&gt;
The [[Beretta M1918]] submachine gun is available for the Assault class at rank 2. Presumably due to the continued existence of Beretta's name trademark, in the pre-alpha multiplayer gameplay footage it is called the &amp;quot;Automatico M1918.&amp;quot; It has the fastest ROF of the Assault SMG's at 900 RPM but is offset with a magazine size of 25 rounds and very poor damage drop off. Three variants exist for the weapon with pre-allocated attachments, &amp;quot;Factory&amp;quot;, &amp;quot;Trench&amp;quot; and &amp;quot;Storm&amp;quot;.&lt;br /&gt;
[[File:Beretta 1918.jpg|thumb|none|450px|Beretta M1918 submachine gun with folding spike bayonet - 9mm Glisenti]]&lt;br /&gt;
[[File:Bf1-m1918_1.jpg|thumb|none|600px|British soldier holds the submachine gun.]]&lt;br /&gt;
[[File:Bf1-m1918_2.jpg|thumb|none|600px|View down the  M1918's default iron sights.]]&lt;br /&gt;
[[File:BF1Automaticoaltads.jpg|thumb|none|600px|Aiming with the alternative peep hole rear sight.]]&lt;br /&gt;
[[File:BF1Automaticoreload.jpg|thumb|none|600px|Removing a spent magazine.]]&lt;br /&gt;
[[File:Bf1-m1918_3.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF1Automaticocharging.jpg|thumb|none|600px|Rechambering the Automatico.]]&lt;br /&gt;
&lt;br /&gt;
==Bergmann MP18==&lt;br /&gt;
The [[Bergmann MP18]] is the first submachine gun available for the Assault class. It is the slowest firing SMG at 500 RPM but offers good accuracy over short to medium distances even from the hip. Three variants are available &amp;quot;Trench&amp;quot;, &amp;quot;Optical&amp;quot; and &amp;quot;Experimental&amp;quot;. The &amp;quot;Experimental&amp;quot; variant locks the weapon to three round burst and gives substantially greater long range accuracy. The &amp;quot;Factory&amp;quot; variant is available in the single player.&lt;br /&gt;
[[File:MP18.JPG|thumb|none|450px|Bergmann MP18 with 32 round ''Trommelmagazin 08'' - 9x19mm]]&lt;br /&gt;
[[File:bf1 c96 1.jpg|thumb|none|600px|A soldier with a Mauser C96, a Bergmann MP18, a [http://scrapironflotilla.tumblr.com/post/98780640376/scrapironflotilla-a-variety-of-first-world-war trench raiding club], and a rather displeased facial expression.]]&lt;br /&gt;
[[File:Bf1-mp18.jpg|thumb|none|600px|A soldier wields a MP18 with a 32-round snail drum magazine and a spike bayonet. The MP18 was never actually fitted with bayonets in real life; bayonets are treated as an accessory for many weapons in the game.]]&lt;br /&gt;
[[File:Bf1-mp18_2.jpg|thumb|none|600px|Aiming the MP18.]]&lt;br /&gt;
[[File:Bf1-mp18_3.jpg|thumb|none|600px|Reloading the submachine gun.]]&lt;br /&gt;
[[File:BF1MP18reload.jpg|thumb|none|600px|Inserting a new snail-drum magazine into the &amp;quot;Experimental&amp;quot; variant, with an added camouflage skin.]]&lt;br /&gt;
[[File:BF1MP18charging.jpg|thumb|none|600px|Pulling the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Standschütze Hellriegel 1915==&lt;br /&gt;
The [[Standschütze Hellriegel 1915]] heavy sub-machine gun appears in the Gamescom Trailer; it is the Assault class's Level 10 unlock in-game. Two variants are available: the &amp;quot;Factory&amp;quot; variant that holds 59+1 rounds in a drum magazine, and the &amp;quot;Defensive&amp;quot; variant introduced to the game in March 2017, which holds 119+1 rounds and is equipped with a bipod and a magnifying sight. The detachable drum magazine depicted on both variants doesn't seem to have existed in reality; the real weapon was known to feed either from a 20-round box magazine, or from a 160-round drum magazine that is noticeably larger than the one in-game, and that fed the cartridges through a flexible chute instead of being attached to the weapon itself.&lt;br /&gt;
[[File:Standschütze Hellriegel 1915.jpg|thumb|none|450px|Standschütze Hellriegel 1915 heavy submachine gun - 9mm Steyr]]&lt;br /&gt;
[[File:BF1 Gamescom Trailer Standschutzle Hellriegel 1915.jpg|thumb|none|600px|Holding the submachinegun.]]&lt;br /&gt;
[[File:Bf1-hell_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Bf1-hell_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Villar-Perosa M1915==&lt;br /&gt;
A version of the [[Villar-Perosa M1915 SMG]] is available. It is the weapon of the Sentry Elite Class in the Italian Maps (Monte Grappa and Empire's Edge, including the campaign mission Avanti Savoia.) and can be picked up from crates spread around the maps. It is in similar style to the [[Beretta Model 38#Fake Villar-Perosa M1915 SMG|Bapty &amp;amp; Co. mock up]] made for the 1987 film [[The Sicilian]], with a Bren front grip, and an MG42 grip and trigger group. It has a smaller magazine than the MG08/15 at 50 rounds (both guns loaded), but its blazing rate of fire of 1800 rounds per minute makes it a shredder at close range.&lt;br /&gt;
[[File:Fake Villar Perosa from The Sicilian.jpg |thumb|none|450px|Fake Villar Persoa SMG used in the Sicilian. Photo from [http://www.longmountain.com/just-for-fun/movie-guns/TheSicilian/ Long Mountain Outfitters] web site ]]&lt;br /&gt;
[[File:BF1 Villar Perosa0.jpg|thumb|none|600px|The Villar-Perosa lies in a weapon cage.]]&lt;br /&gt;
[[File:BF1 Villar Perosa1.jpg|thumb|none|600px|An Italian soldier holds the Villar-Perosa M1915.]]&lt;br /&gt;
[[File:BF1 Villar Perosa2.jpg|thumb|none|600px|Holding the submachine gun.]]&lt;br /&gt;
[[File:BF1 Villar Perosa.jpg|thumb|none|600px|The Villar Perosa in action. Note the 25 round capacity: while the capacity is actually 50 rounds, the ammo indicator shows the number of times the weapon can be fired since both barrels use the same trigger.]]&lt;br /&gt;
[[File:BF1 Villar Perosa3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] is one of the available shotguns for the Assault class. In-game it is known as the &amp;quot;12g Automatic&amp;quot;, although in trailers it was properly named &amp;quot;Automatic 5&amp;quot;. Unlike the two other shotguns, the player character loads an extra round in the chamber; this was most likely done for balancing purposes. Three variant exist which are &amp;quot;Backbored&amp;quot;, &amp;quot;Hunter&amp;quot;, and &amp;quot;Extended&amp;quot;. The &amp;quot;Extended&amp;quot; model increases the magazine capacity from 5 rounds to 7, making it the highest capacity shotgun in the game. &lt;br /&gt;
[[File:RemingtonRiot11.jpg|thumb|none|500px|Browning Auto-5/Remington Model 11 in Riot Gun configuration - 12 gauge]]&lt;br /&gt;
[[File:Auto5BF1_1.jpg|thumb|none|600px|The Browning Auto-5 in-game.]]&lt;br /&gt;
[[File:Auto5BF1_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1A5chamberloading.jpg|thumb|none|600px|Dropping a brass-cased 12-gauge shell into the A5.]]&lt;br /&gt;
[[File:Auto5BF1_3.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF1A5reload.jpg|thumb|none|600px|Topping the tube magazine off with more shells.]]&lt;br /&gt;
[[File:Auto5BF1.jpg|thumb|none|600px|The &amp;quot;Extended&amp;quot; variant of the Browning Auto-5 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 10A==&lt;br /&gt;
The [[Remington Model 10|Remington Model 10A]] is the first shotgun unlocked for the Assault class and is referred as the &amp;quot;Model 10-A&amp;quot;. It differs from the [[Winchester Model 1897]] for having a longer barrel of 23 inches, rather than 20 inches on the Model '97. It has a correct 6-round tube capacity in the game and unlike the M97 cannot be slam fired. Three variants are available in-game, &amp;quot;Factory&amp;quot;, &amp;quot;Slug&amp;quot; (Formerly called &amp;quot;Heavy&amp;quot; in the Beta) and &amp;quot;Hunter&amp;quot;. &lt;br /&gt;
[[Image:Remington Model 10Anoheatshield.jpg|thumb|500px|none|World War I era Remington Model 10A &amp;quot;Trench Gun&amp;quot;]]&lt;br /&gt;
[[File:BF1_remington_trench_1.jpg|thumb|none|600px|The Model 10A shotgun lies in a weapon crate.]]&lt;br /&gt;
[[File:BF1_remington_trench_2.jpg|thumb|none|600px|An Assault Gunner holds the shotgun.]]&lt;br /&gt;
[[File:BF1_remington_trench_3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_remington_trench_4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Model10ABF1.jpg|thumb|none|600px|Holding the &amp;quot;Slug&amp;quot; variant of the Model 10A. Note the experimental dot sight on it; this &lt;br /&gt;
kind of sight was only tested by the British in small quantities and only on the Lee-Enfield rifles of the era.]]&lt;br /&gt;
&lt;br /&gt;
==Sawn-Off Double Barreled Shotgun==&lt;br /&gt;
The Tank Hunter Elite Class is armed with a [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawn-Off Double Barreled Shotgun]] as his sidearm. The same shotgun can be unlocked as a primary weapon for the Pilot and Tanker classes by reaching Rank 10 with the Tanker class. Additionally, an option allows a player to equip other Elite Classes (such as the Sentry and Flamethrower) with the Sawn Off Shotgun as a secondary when unlocked. &lt;br /&gt;
[[File:Remington_SBS.jpg|thumb|none|400px|Remington Spartan Sawn-Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:Shot (1).jpg|thumb|none|600px|The Tank Hunter holds the Sawn-Off Double Barreled Shotgun.]]&lt;br /&gt;
[[File:BF1_sawnoff_2.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BF1_sawnoff_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren Shotgun==&lt;br /&gt;
The [[Sjögren]] semi-automatic Shotgun was confirmed by the developers to be in the &amp;quot;They Shall Not Pass&amp;quot; DLC and was seen in a teaser image. It is referred to as the &amp;quot;Sjögren Inertial&amp;quot; in-game, referring to the Sjögren's inertial action, even though the designation of the real weapon is actually Sjögren '''Inertia'''.&lt;br /&gt;
[[File:Sjogren Intertia.jpg|thumb|none|500px|Sjögren Inertia - 12 gauge]]&lt;br /&gt;
[[File:BF1_Sjö1.jpg|thumb|none|600px|Holding the Sjögren.]]&lt;br /&gt;
[[File:BF1_Sjö2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_Sjö3.jpg|thumb|none|600px|Loading a new round.]]&lt;br /&gt;
[[File:BF1_Sjö4.jpg|thumb|none|600px|Chamber-loading.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 Trench Gun]] is one of the available shotguns for the Assault class under the name &amp;quot;M97 Trench Gun.&amp;quot; It correctly holds 5 rounds in the tube magazine and is also capable of being &amp;quot;slam-fired&amp;quot; in-game, just like in real life. However, unlike in previous ''Battlefield'' games, the player is unable to load a round in the chamber, unlike on the Browning Auto-5. This was most likely done for balancing purposes. Four variants exist in Multiplayer, these being &amp;quot;Hunter&amp;quot;, &amp;quot;Backbored&amp;quot;, &amp;quot;Sweeper&amp;quot; and &amp;quot;Hellfighter&amp;quot;. The &amp;quot;Hellfighter&amp;quot; is only a cosmetic pre-order bonus apart of the Early Enlister and Deluxe edition copies of the game; statistically it is identical to the M97 Hunter variant.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:bf1 colt trenchgun.jpg|thumb|none|500px|A special version of the Winchester Trench Gun as part of a promotional picture.]]&lt;br /&gt;
[[File:BF1_Winch_trench_1.jpg|thumb|none|600px|An Assault Gunner holds the Hellfighter Winchester Model 1897.]]&lt;br /&gt;
[[File:BF1_Winch_trench_2.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BF1_Winch_trench_3.jpg|thumb|none|600px|Reloading a round.]]&lt;br /&gt;
[[File:BF1M1897pumping.jpg|thumb|none|600px|Pumping an alternately-skinned M97 &amp;quot;Hunter&amp;quot;, with a ribbed barrel.]]&lt;br /&gt;
[[File:M97TrenchGunBF1.jpg|thumb|none|600px|The &amp;quot;Backbored&amp;quot; variant of the Winchester M1897 Trench Gun in game.]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Cei-Rigotti==&lt;br /&gt;
The [[Cei-Rigotti]], an obscure Italian select-fire rifle with a production run of around 100, is the first rifle available for the Medic class. It comes in three variants: &amp;quot;Factory&amp;quot;, &amp;quot;Trench&amp;quot;, and &amp;quot;Optical.&amp;quot; Tests say the weapon fired around 900 RPM in real life, but is capped at a much slower 299 RPM.&lt;br /&gt;
&lt;br /&gt;
For 100% completion of the campaign &amp;quot;Avanti Savoia&amp;quot; the player will be awarded &amp;quot;Fiamme Verdi&amp;quot;, a skin for the Cei-Rigotti that is usable in Multiplayer.&lt;br /&gt;
[[File:Cei-rigotti.jpg|thumb|none|500px|Cei-Rigotti - 6.5×52mm Mannlicher]]&lt;br /&gt;
[[File:Bf1-ceirigotti.jpg|thumb|none|600px|A German soldier holds the Cei-Rigotti rifle.]]&lt;br /&gt;
[[File:Bf1-ceirigotti2.jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:BF1_Ceirigottireloa.jpg|thumb|none|600px|A German soldier reloading the Cei-Rigotti with a stripper clip.]]&lt;br /&gt;
[[File: BF1 Ceirigotti.jpg|thumb|none|600px|A German soldier holding a Cei-Rigotti with the experimental British Lee-Enfield dot sight that appears on other weapons.]]&lt;br /&gt;
[[File:Fiamme Verdi.jpg|thumb|none|600px|&amp;quot;Fiamme Verdi&amp;quot; skin granted for 100% completion of &amp;quot;Avanti Savoia&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Lebel Mle 1886==&lt;br /&gt;
The [[Lebel Mle 1886]] Rifle appears in the &amp;quot;They Shall Not Pass&amp;quot; DLC, having both &amp;quot;Sniper&amp;quot; and &amp;quot;Infantry&amp;quot; variants.&lt;br /&gt;
[[Image:Modele1886Lebel.jpg|thumb|500px|none|Lebel Model 1886 - 8x50mm]]&lt;br /&gt;
[[File:bf1 lebel 1.jpg|thumb|none|600px|A French scout holding the Lebel.]]&lt;br /&gt;
[[File:bf1 lebel_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:bf1 lebel 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:bf1 lebel 4.jpg|thumb|none|600px|The scoped variant ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk.III*==&lt;br /&gt;
The [[Lee-Enfield No.1 Mk.III*]] rifle is available for the Scout class and is the standard issue rifle for the British faction in the 'Back to Basics&amp;quot; game-mode. It comes in three variants: &amp;quot;Infantry&amp;quot;, &amp;quot;Carbine;&amp;quot;, and &amp;quot;Marksman.&amp;quot;&lt;br /&gt;
[[File:SMLE.jpg|thumb|none|500px|Lee-Enfield No.1 Mk.III* - .303 British. This was the main battle rifle of British and Commonwealth forces during the First World War.]]&lt;br /&gt;
[[File:bf1 smle 1.jpg|thumb|none|600px|British soldiers in trenches with Lee-Enfield No.1 Mk.III* rifles.]]&lt;br /&gt;
[[File:bf1 smle 2.jpg|thumb|none|600px|A British Scout holds the SMLE.]]&lt;br /&gt;
[[File:bf1 smle 3.jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:bf1 smle 4.jpg|thumb|none|600px|Reloading the weapon with a 5-round stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
===Lee Enfield Carbine===&lt;br /&gt;
A short version of the SMLE is also available with an experimental dot sight. This carbine seems to be a mix of the No.1 Mk.III* and a post war No.1 Mk. V carbine.&lt;br /&gt;
[[File:SMLE_mkV.jpg|thumb|none|500px|Lee-Enfield Mk.V - .303 British.]]&lt;br /&gt;
[[File:BF1 Smle.jpg|thumb|none|600px|A Soldier holding a Lee-Enfield No.1 Mk.III* carbine with experimental dot sight, originally designed for the Lee-Enfield but is a universal attachment for other weapons in the game. This kind of sight was only tested by the British in small quantities and only on the Lee-Enfield rifles of the era.]]&lt;br /&gt;
[[File:BF1 Smlecar.jpg|thumb|none|600px|Aiming the SMLE Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Luger Selbstlader Model 1906==&lt;br /&gt;
The prototype ''Luger Selbstlader Model 1906'' toggle-action self-loading rifle is available for the Medic at rank 10. The magazine contains 5 rounds and it has almost the same characteristics as the Mauser Selbstlader M1916 rifle. It was only available in the &amp;quot;Factory&amp;quot; variant prior to the Spring Patch on April 28 of 2017, which added a Sniper variant as an unlockable.&lt;br /&gt;
[[File:Luger Rifle 1906.jpg|thumb|none|500px|Luger Rifle M1906 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:bf1 lugerselbst_0.jpg|thumb|none|600px|The world model of the Luger Rifle.]]&lt;br /&gt;
[[File:bf1 lugerselbst_1.jpg|thumb|none|600px|A German medic holds the Selbstlader 1906.]]&lt;br /&gt;
[[File:bf1 lugerselbst_2.jpg|thumb|none|600px|Aiming the Luger rifle.]]&lt;br /&gt;
[[File:bf1 lugerselbst_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Martini-Henry==&lt;br /&gt;
The [[Martini-Henry]] is avalible for the Scout class in the game. It boasts itself as the highest damaging sniper rifle but only holds a single round. Additionally, it has the longest &amp;quot;sweet spot&amp;quot; of any sniper rifle; this is the range in which the weapon will be able to score 1-shot kills to an enemy's torso.  As a drawback, only an Infantry variant is available. In the &amp;quot;Back to Basics&amp;quot; custom game-mode, the Martini-Henry is the standard rifle for the Ottoman Empire.&lt;br /&gt;
[[Image:Martini-HenryMarkI(1871-1876).jpg|thumb|none|500px|Martini-Henry Mk. I (1871-1876) - .577-.450 caliber]]&lt;br /&gt;
[[File:bf1 martini1.jpg|thumb|none|600px|A sniper holds the rifle.]]&lt;br /&gt;
[[File:bf1 martini2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:bf1 martini3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser 1918 T-Gewehr==&lt;br /&gt;
The [[Mauser 1918 T-Gewehr]] can also be seen in the trailer and a Promotional picture. It is exclusive to the Tank Hunter battle pickup class, and is capable of dealing terrifying amounts of damage to vehicles and infantry alike, at the cost of a 1-shot capacity, a slow reload, and the rather understandable inability to use the weapon without the bipod deployed.&lt;br /&gt;
[[File:Tankgewehr1918.jpg|thumb|none|500px|Mauser 1918 T-Gewehr Anti-Tank Rifle - 13.2mm TuF]]&lt;br /&gt;
[[File:bf1 t1918 1.jpg|thumb|none|600px|A soldier charging with a Mauser 1918 T-Gewehr.]]&lt;br /&gt;
[[File:bf1 t1918 11.jpg|thumb|none|600px|A T-Gewehr in a weapon box.]]&lt;br /&gt;
[[File:bf1 t1918 3.jpg|thumb|none|600px|Aiming the T-Gewehr.]]&lt;br /&gt;
[[File:bf1 t1918 2.jpg|thumb|none|600px|The T-Gewehr placed on a wall.]]&lt;br /&gt;
[[File:bf1 t1918 4.jpg|thumb|none|600px|Reloading a 13.2mm cartridge.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] is available for the Scout class. In &amp;quot;The Runner&amp;quot; campaign Ottoman soldiers use this rifle instead of accurate 1893 and [[Mauser_Rifle_Series#1903_Turkish_Mauser|1903 Mauser]] rifles. The ''Gewehr 98'' was delivered to the Ottomans only towards the end of the war, so the appearance of them in the &amp;quot;Nothing is Written&amp;quot; missions is correct. It comes in the &amp;quot;Infantry&amp;quot;, &amp;quot;Marksman&amp;quot;, and &amp;quot;Sniper&amp;quot; variants. It is also the standard issue rifle for the German Empire in &amp;quot;Back to Basics.&amp;quot;&lt;br /&gt;
[[File:Mauser g98.jpg|thumb|none|500px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:bf1 g98 1.jpg|thumb|none|600px|A Scout holds the Gewehr 1898.]]&lt;br /&gt;
[[File:bf1 g98 2.jpg|thumb|none|600px|Aiming the ''Lange Visier''.]]&lt;br /&gt;
[[File:bf1 g98 3.jpg|thumb|none|600px|Reloading a 5-round stripper clip.]]&lt;br /&gt;
[[File:Bf1-1989.jpg|thumb|none|600px|A Gewehr 1898 in &amp;quot;Sniper&amp;quot; variant with a scope and a bipod.]]&lt;br /&gt;
[[Image:BF1-Gewehr1898.jpg|thumb|none|600px|A Gewehr 1898 in &amp;quot;Marksman&amp;quot; variant fitted with a bayonet and Warner &amp;amp; Swasey Model 1913 Prismatic Musket Scope, a 5.2x magnifier developed for the Springfield M1903.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Selbstlader M1916==&lt;br /&gt;
The [[Mauser Selbstlader M1916]] appears as a primary weapon for the Medic class. It holds 25+1 rounds in the magazine and comes in the &amp;quot;Factory,&amp;quot; &amp;quot;Optical&amp;quot;, and &amp;quot;Marksman&amp;quot; variants.&lt;br /&gt;
[[Image:Mauser1916Selbstlader.jpg|thumb|none|500px|Mauser Selbstlader M1916 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1.jpg|thumb|none|600px|A German Soldier holding a Selbstlader with a bayonet.]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1_1.jpg|thumb|none|600px|Aiming the Selbstlader.]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1_3.jpg|thumb|none|600px|Reloading the rifle.]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1_4.jpg|thumb|none|600px|The &amp;quot;Optical&amp;quot; variant experimental dot sight.]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1_5.jpg|thumb|none|600px|The &amp;quot;Marksman&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Mondragón Modelo 1908==&lt;br /&gt;
The [[Mondragón Rifle|Mondragón Modelo 1908]] is available for the Medic class. It is only self-loading rifle to not have a &amp;quot;Factory&amp;quot; variant, instead it has the &amp;quot;Storm,&amp;quot; &amp;quot;Optical,&amp;quot; &amp;quot;and &amp;quot;Sniper.&amp;quot; In the E3 2016 Trailer, a German soldier is seen with the ''Flieger-Selbstlade-Karabiner Modell 15'' equipped with a 30-round drum magazine, but in the final game only the default 10-round magazine is available.&lt;br /&gt;
[[File:Mondragón rifle.jpg|thumb|none|500px|Mondragón Modelo 1908 semi-automatic rifle - 7x57mm Spanish Mauser]]&lt;br /&gt;
[[File:bf1-mondragon1.jpg|thumb|none|600px|A German soldier with the Mondragón rifle.]]&lt;br /&gt;
[[File:bf1-mondragon.jpg|thumb|none|600px|Aiming the Mondragón.]]&lt;br /&gt;
[[File:bf1-mondragon2.jpg|thumb|none|600px|Reloading a 5 round stripper clip.]]&lt;br /&gt;
[[File:BF1_Mondragon1.jpg|thumb|none|600px|A soldier holding a Mondragón with a scope.]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
The [[Pieper Revolving Carbine]] is an available primary weapon for the Pilot and Tank driver classes.&lt;br /&gt;
[[File:Pieper Revolving Rifle.JPG|thumb|none|500px|Pieper Revolving Rifle - 8mm Pieper]]&lt;br /&gt;
[[File:BF1 Pieper Idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:BF1 Pieper ADS.jpg|thumb|none|600px|Aim down sights]]&lt;br /&gt;
[[File:BF1 Pieper reload.jpg|thumb|none|600px|Reload]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 8==&lt;br /&gt;
The [[Remington Model 8]] appears as the ''Autoloading 8.&amp;quot; ''Two of the variants are chambered in .35 Remington, the &amp;quot;Factory&amp;quot; and &amp;quot;Marksman&amp;quot; variants; the third variant , &amp;quot;Extended&amp;quot;, comes equipped with a wooden foregrip and an extended magazine having a 15+1 capacity, chambered in .25 Remington. An easter-egg exists where the weapon is reloaded in a similar fashion to the [[Battlefield 4#AN-94|Battlefield 4]] [[AN-94]].''&lt;br /&gt;
[[File:Remington_model_8.jpg‎|thumb|none|500px|Remington Model 8 - .30 Remington]]&lt;br /&gt;
[[File:Bf1 auto5.jpg|thumb|none|600px|The Remington Model 8 in-game.]]&lt;br /&gt;
[[File:Bf1 re8_2.jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:Bf1 re8_3.jpg|thumb|none|600px|Stripping a 5-round clip of .35 Remington into the rifle.]]&lt;br /&gt;
[[File:BF1Model8chambering.jpg|thumb|none|600px|Releasing the bolt on the &amp;quot;Marksman&amp;quot; Model 8.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Public Enemy Remington.jpg|thumb|none|500px|Remington Model 8 with detachable magazine - .25 Remington]]&lt;br /&gt;
[[File:BF1Model8reload.jpg|thumb|none|600px|Removing the magazine on the .25 Remington version.]]&lt;br /&gt;
[[File:BF1Model8reload2.jpg|thumb|none|600px|Inserting a new one, &amp;quot;tacticool&amp;quot; style from the easter-egg animation.]]&lt;br /&gt;
[[File:BF1Model8chambering2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==R.S.C. Mle 1917==&lt;br /&gt;
The [[Lebel_1886#R.S.C._Mle_1917|R.S.C. Mle 1917]] semi-automatic Rifle appears in the &amp;quot;They Shall Not Pass&amp;quot; DLC. It is one of the slowest-firing Medic rifles, but also has the highest damage model of any of the Medic's rifles, being capable of killing in 2 body shots out to a decent range.&lt;br /&gt;
[[Image:R.S.C. Model 1917.jpg|thumb|500px|none|R.S.C. Model 1917 - 8x50mmR]]&lt;br /&gt;
[[File:BF1_rsc_1.jpg|thumb|none|600px|Holding the R.S.C..]]&lt;br /&gt;
[[File:BF1_rsc_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_rsc_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF1_rsc_4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Ribeyrolles 1918==&lt;br /&gt;
The [[Chauchat-Ribeyrolles 1918 Automatic Carbine]] is avalible in the &amp;quot;They Shall Not Pass&amp;quot; DLC. Even though technically a rifle, it is classified with the SMGs in game (to be fair, the distinction wasn't as clear during WW1, as the term &amp;quot;submachine gun&amp;quot; didn't actually exist until 1919). By default, the weapon comes with a bipod (the only weapon in the Assault class with one), and is the best Assault-class automatic weapon at range, at the cost of having the MP18's low rate of fire mixed with the M1918's low capacity of 25 rounds.&lt;br /&gt;
[[File:Ribeyrolle1918.jpg|thumb|none|500px|Ribeyrolles 1918 Carbine- 8x35mm Ribeyrolles]]&lt;br /&gt;
[[File:BF1_rib1918_1.jpg|thumb|none|600px|Holding the Ribeyrolles.]]&lt;br /&gt;
[[File:BF1_rib1918_3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_rib1918_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF1_rib1918_4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903 Mk 1==&lt;br /&gt;
The [[M1903 Springfield|Springfield M1903 Mk 1]] is one of the available rifles for the scout class. The M1903 is the only bolt action rifle to not feature an &amp;quot;Infantry&amp;quot; variant in game, only having a &amp;quot;Sniper,&amp;quot; &amp;quot;Marksman,&amp;quot; and &amp;quot;Experimental&amp;quot; variants, with the latter being fitted with the Pedersen Device. The &amp;quot;Infantry&amp;quot; version of the weapon appears in the single-player campaign intro, and is available to the American faction in the &amp;quot;Back to Basics&amp;quot; gamemode (added December 16th, 2016).&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|500px|Springfield M1903 Mk 1 - .30-06]]&lt;br /&gt;
[[File:BF1 M1903 Idle.jpg|thumb|none|600px|Idle. Note that the user is holding the attached monopod like a foregrip]]&lt;br /&gt;
[[File:BF1 M1903 scope.jpg|thumb|none|600px|Aiming down the Warner &amp;amp; Swasey Scope, which was issued to several Springfield M1903s during WWI]]&lt;br /&gt;
[[File:BF1 M1903 empty reload.jpg|thumb|none|600px|Empty reload]]&lt;br /&gt;
[[File:BF1 M1903 mid-reload.jpg|thumb|none|600px|mid-reload. As with all bolt action rifles, the user blocks the ejecting round with his four fingers stretched over the chamber before loading rounds individually]]&lt;br /&gt;
[[File:BF1M1903ads.jpg|thumb|none|600px|Iron sights of the Springfield.]]&lt;br /&gt;
[[File:BF1M1903Kbullet.jpg|thumb|none|600px|Reloading a K-Bullet.]]&lt;br /&gt;
&lt;br /&gt;
===Pedersen Device===&lt;br /&gt;
The [[M1903 Springfield|Springfield M1903 Mk 1]] fitted with the Pedersen Device is available in the game as a variant of the regular M1903 (M1903 Experimental). This device makes the weapon function as a semi-automatic rifle firing the experimental .30 Auto-Pistol round, which can be considered a mix between the .32 ACP and the WW2-era .30 Carbine. Production began in 1917 and it was officially adopted as ''US Automatic Pistol, Caliber .30, Model of 1918.'' However, the war ended before it saw combat usage; it would have been in use during the 1919 Spring Offensive.  If 'K' Bullets (armor-piercing rounds capable of damaging vehicles) are chosen as a gadget while using this variant, a unique animation plays when switching to 'K' Bullets, where the soldier removes the Pedersen device and replaces it with the original bolt of the 1903, turning the semi-automatic rifle into its original bolt-action form (and vice versa). It's worth noting that when using the original bolt with K-Bullets, the rifle is actually the no attachments setup that is otherwise unavailable in multiplayer, just without the ability to use standard rounds in a five-round magazine.&lt;br /&gt;
[[File:Pederson_Device.jpg|thumb|500px|none|M1903 Mk 1 Springfield fitted with the Pedersen Device - .30-18 Auto (also known as the 7.65×20mm Longue)]]&lt;br /&gt;
[[File:BF1 Pederson.jpg|thumb|none|600px|A Pedersen Device-fitted '03 Springfield rifle in the hands of an German soldier.]]&lt;br /&gt;
[[File:BF1 Pederson2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1Pedersenreload.jpg|thumb|none|600px|Removing a used magazine.]]&lt;br /&gt;
[[File:BF1Pedersonreload2.jpg|thumb|none|600px|Clicking in a new one.]]&lt;br /&gt;
[[File:BF1 Pederson3.jpg|thumb|none|600px|Preparing to charge the upper receiver.]]&lt;br /&gt;
[[File:BF1Pedersenremove.jpg|thumb|none|600px|Removing the Pedersen Device.]]&lt;br /&gt;
[[File:BF1Pedersen rechamber.jpg|thumb|none|600px|Rechambering the Pedersen after reinstalling it on the M1903.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Mannlicher M1895==&lt;br /&gt;
The [[Steyr Mannlicher M1895]] appears as a primary weapon for the Scout class. In pre-release versions of the game, the M1895 could be incorrectly reloaded with individual rounds, however, in the final release, the en-bloc clip is ejected when reloading mid-magazine (there are always five unfired rounds modeled in the clip, though). It comes in the &amp;quot;Infantry,&amp;quot; &amp;quot;Carbine,&amp;quot; and &amp;quot;Marksman&amp;quot; variants, with the iron-sight version given to the Austro-Hungarian empire in the &amp;quot;Back to Basics&amp;quot; gamemode.&lt;br /&gt;
[[Image:Mannlicher-M1895-8x50.jpg|thumb|none|500px|Steyr Mannlicher M1895 - 8x50mmR Mannlicher]]&lt;br /&gt;
[[Image:Steyrm95bf1.jpg|thumb|none|600px|German soldier holding a Steyr Mannlicher M1895.]]&lt;br /&gt;
[[Image:Steyrm95bf1_2.jpg|thumb|none|600px|Aiming the Steyr Mannlicher.]]&lt;br /&gt;
[[Image:Steyrm95bf1_3.jpg|thumb|none|600px|Reloading the rifle.]] &lt;br /&gt;
[[Image:Steyrm95bf1_4.jpg|thumb|none|600px|The Steyr M1895 with a Model 1913 Prismatic Musket Scope.]]&lt;br /&gt;
&lt;br /&gt;
===Stutzen Carbine===&lt;br /&gt;
The short version of the [[Steyr Mannlicher M1895]] is also available, equipped with a magnifying sight. It was actually called Repertier-Stutzen M1895. The photo below is the post war rechambered and modified version of the 1930s and should be replaced with the correct version.&lt;br /&gt;
[[File:SteyrM95Short.jpg‎|thumb|none|475px|Steyr M1895 Short Rifle (M1930 Conversion) - 8x56mmR Mannlicher]]&lt;br /&gt;
[[File:BF1 M95 Idle.jpg|thumb|none|600px|Idle. Note the experimental magnifying sight, which was used on some Lee-Enfield rifles during WWI.]]&lt;br /&gt;
[[File:BF1 M95 ADS.jpg|thumb|none|600px|Aiming down the magnifying sight on the Stutzen M1895.]]&lt;br /&gt;
[[File:BF1 M95 empty reload.jpg|thumb|none|600px|Empty-reload]]&lt;br /&gt;
[[File:BF1 M95 mid reload.jpg|thumb|none|600px|mid-reload. Note the en-bloc clip when ejected still has five rounds even if the magazine is partially loaded. This is, however, a major improvement over earlier builds of the game, where the player was able to reload the gun with single rounds when partly loaded, which is mechanically impossible for this rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1895 (Russian Contract)==&lt;br /&gt;
The [[Winchester Model 1895]] appears as the &amp;quot;Russian 1895&amp;quot;  and a primary weapon for the Scout class in multiplayer. Three variants are available one, the &amp;quot;Infantry,&amp;quot; &amp;quot;Trench,&amp;quot; and &amp;quot;Sniper&amp;quot; variants, with the &amp;quot;Trench&amp;quot; variant being chambered in .30-40 Krag. If the player spawns in as the Calvary class, they are given the &amp;quot;Calvary&amp;quot; variant of the weapon.&lt;br /&gt;
For 100% completion of the campaign &amp;quot;Nothing is Written&amp;quot; the player will be awarded &amp;quot;Desert Dweller&amp;quot;, a skin for the Russian 1895 that is usable in Multiplayer. &lt;br /&gt;
[[File:Russian.jpg|thumb|none|500px|Winchester Model 1895 made under contract for the Russian Army - 7.62x54mmR]]&lt;br /&gt;
[[File:BF1 M1895 Idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:BF1 M1895 ADS.jpg|thumb|none|600px|Aim down sights]]&lt;br /&gt;
[[File:M1895 empty reload.jpg|thumb|none|600px|Empty reload]]&lt;br /&gt;
[[File:BF1 M1895 mid-reload.jpg|thumb|none|600px|mid-reload]]&lt;br /&gt;
[[File:Desert Dweller.jpg|thumb|none|600px|&amp;quot;Desert Dweller&amp;quot; skin granted for 100% completion of &amp;quot;Nothing is Written&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1907==&lt;br /&gt;
The [[Winchester Model 1907]] is a weapon issued for the Medic class. In the Alpha build of the game, the weapon was modeled with a 10-round magazine, but has since changed to the correct 20 round version in the Beta. It comes in the &amp;quot;Factory,&amp;quot; &amp;quot;Trench,&amp;quot; and &amp;quot;Sweeper&amp;quot; variant; the latter converted to full-auto firing at 300 RPM. During the war, the French versions of the weapon were converted to full auto, but clocked in at a much faster 700 RPM.&lt;br /&gt;
[[Image:Winchester Model 1907.jpg|450px|thumb|none|Winchester Model 1907 - .351 Winchester]]&lt;br /&gt;
[[Image:WinchesterModel1907French.jpg|450px|thumb|none|French Winchester Model 1907 with Lee-Navy bayonet and 20-round magazine for comparison- .351 Winchester]]&lt;br /&gt;
[[Image:BF1-M1907-1.jpg|thumb|none|600px|A Medic character holds a Winchester Model 1907 with a bayonet.]]&lt;br /&gt;
[[Image:BF1-M1907-3.jpg|thumb|none|600px|Aiming the Winchester.]]&lt;br /&gt;
[[Image:BF1-M1907-2.jpg|thumb|none|600px|Reloading the M1907.]]&lt;br /&gt;
[[File:BF1M1907reload.jpg|thumb|none|600px|Releasing a magazine from a camouflaged M1907.]]&lt;br /&gt;
[[File:BF1M1907charging.jpg|thumb|none|600px|Pressing the distinct charging handle in to rechamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Bergmann MG 15 n. A.==&lt;br /&gt;
The [[Bergmann MG 15nA|Bergmann MG 15 n. A.]] is the only belt-fed machine gun in game available to the Support class.&lt;br /&gt;
[[File:Bergmannmg15.jpg‎|thumb|none|500px|Bergmann MG 15 n. A. light machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Bf1 mg15na.jpg‎|thumb|none|600px|A German soldier holds a MG 15 n. A.]]&lt;br /&gt;
[[File:Bf1 mg15na_aim.jpg‎|thumb|none|600px|Aiming the Bergmann.]]&lt;br /&gt;
[[File:Bf1 mg15na 2.jpg‎|thumb|none|600px|A German soldier reloading an MG 15 n. A.]]&lt;br /&gt;
[[File:BF1MG15reload.jpg|thumb|none|600px|Feeding an 8mm Mauser belt into the chamber. Note the added bipod.]]&lt;br /&gt;
[[File:BF1MG15charging.jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
[[File:Bf1 mg15na 3.jpg‎|thumb|none|600px|A soldier holds an MG 15 n. A. equipped with a ZF12, a German machine gun optic designed for the MG08.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Automatic Rifle M1918==&lt;br /&gt;
The World War I version of the [[Browning Automatic Rifle]] is available to the Support class in game, and is set to the higher of the 2 rate of fire options for the weapon, 600 RPM. The HUD icon appears to be equipped with the World War II-era hinged bipod at the end of the weapon.&lt;br /&gt;
[[Image:BARearlymodel.jpg|thumb|500px|none|M1918 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BF1 BAR Idle.jpg|thumb|none|600px|Browning Automatic rifle in idle.]]&lt;br /&gt;
[[File:BAR ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF1BARcharging.jpg|thumb|none|600px|Pulling back the charging handle while looking down, which shows off the rather detailed character model's hands.]]&lt;br /&gt;
[[File:BF1 BAR reload.jpg|thumb|none|600px|Reload. Note the vertical grip, as this is the BAR Trench variant.]]&lt;br /&gt;
[[File:BF1BARreload.jpg|thumb|none|600px|About to insert a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat==&lt;br /&gt;
The [[Chauchat]] Light Machine Gun appears in the &amp;quot;They Shall Not Pass&amp;quot; DLC. Ingame, it has the highest damage model of all of the Support class's machine guns, at the cost of a low rate of fire (still higher than the real weapon's; 360 RPM ingame versus the real steel's 240) and a mere 20-round capacity.&lt;br /&gt;
[[Image:Chauchat.jpg|thumb|500px|none|Chauchat Light Machine Gun - 8x50mmR Lebel]]&lt;br /&gt;
[[File:Bf1_chau1.jpg|thumb|none|600px|French soldier holding the Chauchat.]]&lt;br /&gt;
[[File:Bf1_chau2.jpg|thumb|none|600px|Holding the Chauchat.]]&lt;br /&gt;
[[File:Bf1_chau3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Bf1_chau4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mk.I==&lt;br /&gt;
The [[Hotchkiss M1909|Hotchkiss Mk.I]] light machine gun is one of the first Support class weapons, labeled as the &amp;quot;M1909 Benet-Mercie.&amp;quot; The reloading animation for the non-empty reload is inaccurate.&lt;br /&gt;
&lt;br /&gt;
For completion of the Battlefield 1 Singleplayer the player will be awarded &amp;quot;Trench Cleaner&amp;quot;, a skin for the M1909 Benet-Mercie that is usable in Multiplayer.&lt;br /&gt;
[[File:Hotchkiss.jpg|thumb|none|450px|Hotchkiss Mk.I - .303 British]]&lt;br /&gt;
[[File:bf1-m1909hotchikiss.jpg|thumb|none|600px|A soldier shooting a Hotchkiss Mk.I light machine gun.]]&lt;br /&gt;
[[File:bf1-m1909hotchikiss1.jpg|thumb|none|600px|Aiming the light machine gun.]]&lt;br /&gt;
[[File:bf1-m1909hotchikiss2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Trench Cleaner.jpg|thumb|none|600px|&amp;quot;Trench Cleaner&amp;quot; skin granted for the completion of Battlefield 1 Singleplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Huot Automatic Rifle==&lt;br /&gt;
The [[Huot Automatic Rifle]] is available for the Support class. One gun for each class requires reaching max level with the class (Level 10), whereas every other gun and variant is unlocked by Level 3; the Huot is the Support's Level 10 gun. There are two variants available in game, the &amp;quot;Low Weight&amp;quot; and &amp;quot;Optical&amp;quot; variants, but only the &amp;quot;Low Weight&amp;quot; version is usable in multi-player.&lt;br /&gt;
[[File:Huot Automatic Rifle.jpg|thumb|none|500px|Huot Automatic Rifle - .303 British]]&lt;br /&gt;
[[File:Huot1.jpg|thumb|none|600px|Holding the Huot Automatic.]]&lt;br /&gt;
[[File:Huot2.jpg|thumb|none|600px|Holding the Huot.]]&lt;br /&gt;
[[File:HuotAutomaticBF1.jpg|thumb|none|600px|Reloading the Huot.]]&lt;br /&gt;
[[FIle:BF1 Huotcampaign.jpg|thumb|none|600px|Edwards holds a muddy unique Huot Automatic found in ''Fog of War.'' Looking down shows off the rather awkward ergonomics of converting a bolt action Ross rifle to fully-automatic.]]&lt;br /&gt;
[[FIle:BF1 Huotcampaignreload.jpg|thumb|none|600px|Charging the Huot.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] is the first light machine gun available to the Support class. It comes in the &amp;quot;Low Weight,&amp;quot; &amp;quot;Optical,&amp;quot; and &amp;quot;Suppressor&amp;quot; variants. The latter is equipped with a 97 round pan magazine, although is modeled out of the 47 round one.&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[File:bf1 lewis 1.jpg|thumb|none|600px|The Lewis Gun in-game.]]&lt;br /&gt;
[[File:bf1 lewis 2.jpg|thumb|none|600px|Aiming the Lewis.]]&lt;br /&gt;
[[File:bf1 lewis 3.jpg|thumb|none|600px|Reloading the Lewis Gun.]]&lt;br /&gt;
[[File:BF1Lewisreload.jpg|thumb|none|600px|Mashing in a new drum magazine.]]&lt;br /&gt;
[[File:BF1Lewischarging.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Madsen M1902==&lt;br /&gt;
The [[Madsen machine gun|Madsen M1902]] is a Danish light machine gun with a 30+1 magazine capacity. It comes in the &amp;quot;Low Weight,&amp;quot; &amp;quot;Trench,&amp;quot; and &amp;quot;Storm&amp;quot; variants. In the December 16th, 2016 patch, all the &amp;quot;Low-Weight&amp;quot; machine guns were given bipods.&lt;br /&gt;
[[File:MadsenGun1.jpg|thumb|none|450px|Madsen Light Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Bf1-madsen_1.jpg|thumb|none|600px|A Support gunner holds the Madsen MG.]]&lt;br /&gt;
[[File:Bf1-madsen3.jpg|thumb|none|600px|Aiming the Madsen.]]&lt;br /&gt;
[[File:Bf1-madsen2.jpg|thumb|none|600px|Reloading the machine gun.]]&lt;br /&gt;
[[File:BF1Madsenreload.jpg|thumb|none|600px|Loading a new magazine into the M1902. Note the added bipod compared to the older screenshots above.]]&lt;br /&gt;
[[File:BF1Madsencrank.jpg|thumb|none|600px|Giving the crank-style charging handle a pull.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08/15==&lt;br /&gt;
A rare &amp;quot;man-portable&amp;quot; variant of the famous [[Maxim]] heavy machine gun, the [[Maxim MG08/15]] appears in the game. The weapon has exceptional recoil and shot spread when fired initially, but longer continuous bursts allow the weapon to settle and become more accurate provided the player character using it is not moving; crouching assists with this mechanic by making the length of a burst required for the recoil to settle down far shorter. The fact that the iron sights of the weapon cannot be used makes the above gameplay mechanic the only way to use the weapon accurately.  &lt;br /&gt;
&lt;br /&gt;
In singleplayer the Maxim MG08/15 is the first weapon used by the Italian ''Arditi'' unit member Luca Vincenzo Cocchiola, the protagonist of the third &amp;quot;War Story&amp;quot; chapter, titled ''Avanti Savoia''. Luca uses both the machine gun and anachronistically-effective body armour to accomplish the herculean task of storming his way up a mountain in the Italian Dolomites defended by the Austro-Hungarian army, all to protect his twin brother Matteo in a unit fighting nearby.  In multiplayer, the Maxim MG08 is available to any player character who can pick up a &amp;quot;Sentry Kit&amp;quot; from weapon crates that randomly spawn through a level. Mirroring Luca's exploits, any soldiers picking up a &amp;quot;Sentry Kit&amp;quot; in multiplayer are also automatically equipped with the same body armour Luca used, which makes them much more resistant to almost any form of weapon damage, but leaves the user unable to put on a gas mask and thus extremely vulnerable to ingame chemical weaponry. &lt;br /&gt;
&lt;br /&gt;
[[Image:Maxim MG08-15.jpg|thumb|none|450px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BF1_MG08-15_1.jpg|thumb|none|600px|The Maxim MG08/15 lies in a weapon crate, stashed along with pieces of body armour. Experiments with body armour in WWI were partially successful in producing heavy and bulky suits that could defend the user against shrapnel and pistol caliber rounds, but could not protect against rifle-caliber guns. In addition, body armor like this was likely never used by the real ''Arditi'' (Italian for &amp;quot;Daring Ones&amp;quot;) units in WWI, who were primarily armed with a dagger and grenades and normally sent to clear enemy trenches just after a suppressing barrage from friendly artillery lifted.]]&lt;br /&gt;
[[Image:BF1_MG08-15_2.jpg|thumb|none|600px|Holding the Maxim MG08/15 heavy machine gun. As this screenshot shows, it has been fitted with an ahistorical &amp;quot;chainsaw grip&amp;quot;; this seems to be a carrying handle from the Hotchkiss Mk. I.]]&lt;br /&gt;
[[Image:BF1_MG08-15_3.jpg|thumb|none|600px|Reloading; replacing the 200-round belt box.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers= &lt;br /&gt;
&lt;br /&gt;
==Wechselapparat M1917==&lt;br /&gt;
The [[Flammenwerfer M.16#Wechselapparat M1917|Wechselapparat M1917]] appears in the game. In real life, it was the first flamethrower in history intended for, and capable of, being carried and operated by one man; disappointingly, it goes by the shorter name &amp;quot;Wex&amp;quot; rather than the original &amp;quot;Wechselapparat&amp;quot; moniker, depriving us all of the opportunity to hear people unfamiliar with German pronunciations stumble over the name. As with most flamethrowers in film and video games, the Wechselapparat is very short-ranged, cannot spread unignited fuel to create a flammable pool for later ignition, and is treated as having infinite ammunition despite the severely low fuel reserves mandated by weight considerations for man-portable flamethrowers. All this said, it does have considerably better range and damage than most video game flamethrowers, and the sounds it creates (initial ignition, flames themselves, and inevitable screaming) along with the flame effects make for a powerful and terrifying weapon to use or face.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the Wechselapparat is available to all sides via the &amp;quot;Flame Trooper Kit&amp;quot; weapon crates that randomly spawn in multiplayer levels, and is always depicted as spraying a small amount of unlit fuel before the pilot light gets going, most likely for balance reasons. Players using this kit are also automatically equipped with body armour similar to but not as effective as that given to the users of the &amp;quot;Sentry Kit&amp;quot;, presumably to allow Flame Troopers to weather some fire while getting close enough to use their primary weapon. &lt;br /&gt;
&lt;br /&gt;
In singleplayer it is never available to the player, but is seen right from the first &amp;quot;War Story&amp;quot; chapter &amp;quot;Storm of Steel&amp;quot; and the &amp;quot;Through Mud and Blood&amp;quot; chapter, always in the hands of German flame troopers who also wear anachronistically-effective body armour. The flame troopers in singleplayer do possess a weak point, however, as a few hits from any firearm to the Wechselapparat's back-mounted fuel tank is enough to always cause ignited fuel to spray out through the puncture, condemning the attached flame trooper to a flailing fit of screaming through his gas mask, shortly before exploding in a good-sized ball of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Wex flam.jpg|thumb|none|400px|Wechselapparat ''Wex'' M1917. Wechselapparat in German means &amp;quot;exchange apparatus,&amp;quot; referring to how the nitrogen propellant gas in the spherical central tank is exchanged to the larger doughnut-shaped fuel tank, pumping out the fuel.]]&lt;br /&gt;
[[File:bf1 wex 1.jpg|thumb|none|600px|The ''Wechselapparat'' lies in a weapon crate.]]&lt;br /&gt;
[[File:bf1 wex 3.jpg|thumb|none|600px|An American soldier holds the ''Wex''.]]&lt;br /&gt;
[[File:bf1 wex 2.jpg|thumb|none|600px|A German soldier lays down flames with his Wex in the first Trailer.]]&lt;br /&gt;
[[File:bf1 wex 4.jpg|thumb|none|600px|Another American soldier on the right with a Wex Flamethrower. In reality, the Entente forces would develop and deploy their own flamethrowers after seeing the German ones in action, but those do not appear in this game.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==1.59-inch Breech-Loading Vickers Q.F. Gun, Mk II==&lt;br /&gt;
&lt;br /&gt;
The 1.59-inch Breech-Loading Vickers Q.F. Gun Mk II, a rather obscure weapon designed for attacking enemy fortifications and quickly replaced in infantry use by the [[Stokes Trench Mortar]], is a deployable weapon for the Assault class, similar to the rocket and missile launchers of previous games. It is referred to in the game as the &amp;quot;AT Rocket Gun,&amp;quot; which is an error not entirely of the developers' making: due to the two flames emitted from holes in the base of incendiary shells for the aircraft-mounted version, it was popularly known as the &amp;quot;Vickers-Crayford Rocket Gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:1.59-inch Crayford gun photograph.jpg|thumb|none|400px|1.59-inch Breech-Loading Vickers Q.F. Gun, Mk II - 1.59 in (40 mm)]]&lt;br /&gt;
[[Image:Bf1 unk mg.jpg|600px|thumb|none|The Vickers Q.F. Gun, with its mounting deployed on a wall.]]&lt;br /&gt;
[[Image:Bf1_cray1.jpg|600px|thumb|none|Aiming the Vickers Q.F. Gun.]]&lt;br /&gt;
[[Image:Bf1_cray2.jpg|600px|thumb|none|Loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield Grenade launcher==&lt;br /&gt;
The Medic class can equip their long guns with British Enfield cup-type grenade launchers to fire rifle grenades.&lt;br /&gt;
[[File:GrenadeCup001.jpg |thumb|none|300px|The &amp;quot;cup&amp;quot; attachment at the muzzle of a Lee Enfield No.1 Mk. III]]&lt;br /&gt;
[[Image:Bf1 riflegre.jpg|600px|thumb|none|The grenade launcher mounted on a [[Winchester Model 1907]].]]&lt;br /&gt;
&lt;br /&gt;
==Grenade Crossbow==&lt;br /&gt;
A Grenade Crossbow is available for the support class. The Crossbow looks very similar to those that are used in the movie ''[[Capitaine Conan]]''.&lt;br /&gt;
[[Image:Bf1 cross1.jpg|600px|thumb|none|A support gunner holds the crossbow.]]&lt;br /&gt;
[[Image:Bf1 cross2.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
  &lt;br /&gt;
==Flachmine 17==&lt;br /&gt;
The German Flachmine 17 Anti-Tank mine is available for the Assault class.&lt;br /&gt;
[[File:bf1 flach1.jpg|thumb|none|600px|The Flachmine 17 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Geballte Ladung==&lt;br /&gt;
The [[Model 24 Stielhandgranate|Geballte Ladung]] appears as a weapon used by the Assault class (referred to as the &amp;quot;Anti-Tank Grenade&amp;quot;). Note that is the model for the anachronistic [[Model 24 Stielhandgranate]] instead of the accurate [[Model 16 Stielhandgranate|Model 16]] or the [[Model 17 Stielhandgranate|Model 17]].&lt;br /&gt;
[[File:M24 geballte ladung.jpg|thumb|none|200px|Model 24 &amp;quot;Geballte Ladung&amp;quot; (&amp;quot;Bundled Charge&amp;quot;)]]&lt;br /&gt;
[[File:bf1 geballte 1.jpg|thumb|none|600px|An Italian soldier with a Geballte Ladung.]]&lt;br /&gt;
[[File:Bf1-Grenade.jpg|thumb|none|600px|A soldier holding a Model 24 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Jam Tin Grenade==&lt;br /&gt;
The [[Jam Tin Grenade]] is used by the player who destroys the radio in the Rush mode.&lt;br /&gt;
[[File:Gws-jamtinbomb.jpg|thumb|none|300px|Jam Tin Grenade]]&lt;br /&gt;
[[File:Bf1-jamtin.jpg|thumb|none|500px|The grenade placed on the table.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
The American Mk.V CN Gas Grenade appears as the &amp;quot;Gas Grenade''.&lt;br /&gt;
[[File:bf1_gas_1.jpg|thumb|none|600px|The Mk.V ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The [[Mills Bomb]] is the common grenade for the Allied nations in-game. Appears as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:bf1_mills_1.jpg|thumb|none|600px|A British soldier throws a Mills Bomb.]]&lt;br /&gt;
&lt;br /&gt;
==Model 15 Diskushandgranate==&lt;br /&gt;
The Diskushandgranate appears as the &amp;quot;Impact Grenade&amp;quot;.&lt;br /&gt;
[[File:Disc grenade 1914 called 'Turtle' grenade.jpg|thumb|none|250px|Model 15 Diskushandgranate.]]&lt;br /&gt;
[[File:bf1_m15diskus_1.jpg|thumb|none|300px|The M1915 &amp;quot;Turtle&amp;quot; disk grenade in the menu.]]&lt;br /&gt;
[[File:bf1_m15_1.jpg|thumb|none|600px|A German soldier throws the ''Diskushandgranate''.]]&lt;br /&gt;
&lt;br /&gt;
==Model 17 Eierhandgranate==&lt;br /&gt;
The [[Model 17 Eierhandgranate]] appears as the &amp;quot;Mini Grenade&amp;quot;.&lt;br /&gt;
[[File:M17-Ehg.jpg|thumb|none|120px|Model 17 Eierhandgranate.]]&lt;br /&gt;
[[File:bf1_m17_ei_1.jpg|thumb|none|300px|The Eierhandgranate in the menu.]]&lt;br /&gt;
[[File:bf1_m17_1.jpg|thumb|none|600px|The ''Eierhandgranate'' ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The anachronistic [[Model 24 Stielhandgranate]] (identified by the lack of a belt clip on the head) is the standard grenade for the Central Powers in-game: this version, as the name suggests, was not actually available until 1924, with the [[Model 15 Stielhandgranate]], [[Model 16 Stielhandgranate]] and [[Model 17 Stielhandgranate]] being the appropriate WW1 variants. Appears as the &amp;quot;Stick Grenade&amp;quot;.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:bf1_m24_1.jpg|thumb|none|600px|A German Medic throws a ''Stielhandgranate''.]]&lt;br /&gt;
&lt;br /&gt;
==No. 2 Mk II Hale Grenade==&lt;br /&gt;
The British No. 2 Mk II Hale Grenade appears as the ''Light Anti-Tank Grenade''.&lt;br /&gt;
[[Image:Page1No2Mk2.jpg|thumb|none|200px|British No.2  Mk II Hale grenade]]&lt;br /&gt;
[[File:bf1_hale_1.jpg|thumb|none|600px|A soldier throws the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No.27 Smoke Grenade==&lt;br /&gt;
British No.27 smoke grenade appears as the ''Incendiary Grenade''.&lt;br /&gt;
[[Image:No27 smoke grenade.jpg|thumb|none|200px|British No.27 smoke grenade]]&lt;br /&gt;
[[File:bf1_n027_1.jpg|thumb|none|600px|The No.27 grenade is thrown by the player.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==4 inch Stokes Mortar==&lt;br /&gt;
The Mark V tanks can be equipped with 4 inch Stokes Mortars&lt;br /&gt;
[[File:bf1_stokes_1.jpg|thumb|none|600px|The Mortar mounted on a Mark V.]]&lt;br /&gt;
 &lt;br /&gt;
==7.7 cm Feldkanone 96 n.A.==&lt;br /&gt;
During the second gameplay trailer, one player character is seen manning a 7.7cm Feldkanone 96 n.A., followed by the POV player character taking control of one and using it to shoot a British Mark V &amp;quot;male&amp;quot; tank. More Feldkanones are seen around control points in multiplayer footage.&lt;br /&gt;
&lt;br /&gt;
[[File:800px-7.7 cm Feldkanone 16 IMG 6414b.jpg|thumb|none|400px|7.7 cm Feldkanone 96 neuer Art - 77mm]]&lt;br /&gt;
[[File:bf1 fieldcannon 1.jpg|thumb|none|600px|An Entente soldier fires the Feldkanone. The gun would normally require a crew of five. Granted, this is somewhat justified by the agonizingly slow reload, but not where the limitless supply of shells is supposed to be hiding.]]&lt;br /&gt;
[[File:bf1 fieldcannon 2.jpg|thumb|none|600px|Loading a shell.]]&lt;br /&gt;
[[Image:BF1-Feldcanone-1.jpg|thumb|none|600px|A Feldkanone with camouflage.]]&lt;br /&gt;
&lt;br /&gt;
==9.2 inch Mark I Siege Howitzer==&lt;br /&gt;
The 9.2 inch Mark I Siege Howitzer is available with the &amp;quot;They Shall Not Pass&amp;quot; DLC. Unlike the 21 cm Mörser 16 the player can use this Howitzer on the maps &amp;quot;Verdun - Heights&amp;quot; and &amp;quot;Soissons&amp;quot; in the Operation mode. It fires explosive, smoke  and gas shells. In the first mission of &amp;quot;Avanti Savoia&amp;quot; a few unprepared Siege Howitzers can be seen at the beginning.&lt;br /&gt;
[[File:9.2inch Mark 1 Howitzer.JPG |thumb|none|400px|9.2 inch Mark I Siege Howitzer]]&lt;br /&gt;
[[File:bf1_siege_howitzer.jpg|thumb|none|600px|The Howitzer in the trailer.]]&lt;br /&gt;
[[File:bf1_siege_howitzer1.jpg|thumb|none|600px|Manning the Howitzer.]]&lt;br /&gt;
[[File:bf1_siege_howitzer2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
  &lt;br /&gt;
==21 cm Mörser 16==&lt;br /&gt;
Fixed German 21cm Mörser 16 heavy howitzers are seen around base areas in the multiplayer. In the singleplayer campaign British and German soldiers use this howitzers.&lt;br /&gt;
[[File:21-cm-Mörser 16.jpg|thumb|none|400px|Langer 21 cm Mörser Model 16, displayed at the Finnish Artillery Museum in Hämeenlinna - 210mm]]&lt;br /&gt;
[[File:bf1 mörser 01.jpg|thumb|none|600px|A Mörser is prepared by an British soldier in the Mission ''Through Mud and Blood''.]]&lt;br /&gt;
[[File:bf1 mörser 1.jpg|thumb|none|600px|3 Mörsers on the multiplayer map ''St. Quentin Scar''.]]&lt;br /&gt;
&lt;br /&gt;
==38-cm-SK-L/45==&lt;br /&gt;
The Kaliber 38 cm, ''Schnell-Ladekanone'', Kaliberlänge 45 (also called ''Langer Max'', Long Max) can be seen on the map &amp;quot;Rupture&amp;quot;. It cannot be used but it fires at regular intervals. In the &amp;quot;Nothing is Written&amp;quot; campaign the Railroad gun is mounted on the Ottoman armoured train.&lt;br /&gt;
[[File:bf1_rail1.jpg|thumb|none|600px|The ''Schnell-Ladekanone'' on the map &amp;quot;Rupture&amp;quot;.]]&lt;br /&gt;
[[File:bf1_rail2.jpg|thumb|none|600px|Different view.]]&lt;br /&gt;
&lt;br /&gt;
==Becker Type M2 20mm==&lt;br /&gt;
[[Becker machine gun|Becker Type M2 20mm]] is seen in multiplayer footage mounted on Zeppelins and Bomber Aircraft. It is also mounted on boats in the game.&lt;br /&gt;
[[File:Becker Type M2.jpg|thumb|none|450px|Becker Type M2 - 20mm]]&lt;br /&gt;
[[File:Bf1-becker1.jpg|thumb|none|600px|The Becker mounted on a crashed Zeppelin part.]]&lt;br /&gt;
[[File:Bf1-becker3.jpg|thumb|none|600px|Manning the Becker.]]&lt;br /&gt;
[[File:Bf1-becker2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Bf1-madsen.jpg|thumb|none|600px|A Becker Type M2 20mm Auto-Cannon that is mounted on a German Gotha Bomber.]]&lt;br /&gt;
&lt;br /&gt;
==Granatenwerfer 16==&lt;br /&gt;
A Granatenwerfer 16 is available as a gadget for the Support class and comes with two variants, an Airburst version ideal for Infantry but dealing minimal damage to vehicles and a High Explosive (HE) variant ideal for enemy armor but dealing less splash damage to infantry. &lt;br /&gt;
[[File:Granatenwerfer 16.jpg|thumb|none|300px|Granatenwerfer 16]]&lt;br /&gt;
[[File:bf1 grf16 1.jpg|thumb|none|600px|The Granatenwerfer 16 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mle 1914==&lt;br /&gt;
The [[Hotchkiss Mle 1914]] is mounted on the Saint-Chamond assault tank and Char 2C Super Heavy Tank.&lt;br /&gt;
[[Image:M1914Hotchkiss.jpg|thumb|none|500px|The Hotchkiss Mle 1914.]]&lt;br /&gt;
[[File:BF1 Saint Chamond.jpg|thumb|none|600px|The Saint Chamond tank in Battlefield 1. Note the Hotchkiss MGs mounted around the front and sides.]]&lt;br /&gt;
[[File:BF1_hotch14_1.jpg|thumb|none|600px|The Hotchkiss mounted on the Saint Charmond.]]&lt;br /&gt;
[[File:BF1_hotch14.jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The British Mark V tank incorrectly has a [[Lewis Gun]] mounted on the bow, which can be used by the driver; in real life, there would be a separate gunner for the machine gun mounted here. Lewis guns were mounted on previous Marks of British tank, but the Mark V used Hotchkiss guns instead. Mark V tanks seem to be used by both sides, which is actually accurate; huge numbers of tanks were abandoned following failed advances and pressed back into service with German forces.&lt;br /&gt;
&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[Image:BF1-Lewis-3.jpg|thumb|none|600px|A German soldier leaps dramatically into his pilfered Mark V tank, showing the pan magazine of the bow-mounted Lewis gun.]]&lt;br /&gt;
[[Image:BF1-Lewis-2.jpg|thumb|none|600px|View from the bow-mounted Lewis.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Mk II Aircraft MG==&lt;br /&gt;
[[Lewis Gun|Lewis Mk II Aircraft MG]]s are mounted on British planes.&lt;br /&gt;
[[File:Rafmachinegunlewis3.jpg|thumb|none|500px|Lewis Mk II Aircraft MG - .303 British]]&lt;br /&gt;
[[File:bf1 lewisair.jpg|thumb|none|600px|The Lewis Mk II ingame.]]&lt;br /&gt;
[[File:bf1 lewisair 1.jpg|thumb|none|600px|The gunner of a Bristol F.2  biplane using a Lewis Mk II Aircraft MG.]]&lt;br /&gt;
[[File:bf1 lewisair2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==LMG 08/15==&lt;br /&gt;
[[Maxim|LMG 08/15]] machine guns are mounted on a German planes.&lt;br /&gt;
[[File:lmg08-15 air.jpg|thumb|none|500px|LMG 08/15 Air-Cooled - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:bf1 lmg0815 1.jpg|thumb|none|600px|A German pilot looks through his LMG 08/15.]]&lt;br /&gt;
[[File:Bf1-lmg08.jpg|thumb|none|600px|A pair mounted on a Fokker Dr I Triplane.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim Gun==&lt;br /&gt;
&lt;br /&gt;
Fixed [[Maxim]] machine guns can be found around maps seen in the multiplayer pre-alpha. These are shown fitted with a Russian-style ribbed water jacket. A similar Maxim is seen mounted in a cupola on top of the British airship, which is actually a German P-Class Zeppelin.&lt;br /&gt;
&lt;br /&gt;
[[Image:Maxim1910.jpg|thumb|none|450px|Maxim 1910 with 'Sokolov' wheel mount, w/o shield - 7.62x54mmR]]&lt;br /&gt;
[[Image:BF1-Maxim-0.jpg|thumb|none|600px|A Maxim gun on the Battlefield.]]&lt;br /&gt;
[[Image:BF1-Maxim-1.jpg|thumb|none|600px|A German soldier mans a Maxim near his base.]]&lt;br /&gt;
[[Image:BF1-Maxim-2.jpg|thumb|none|600px|A British soldier spawns on top of the Zeppelin, the E prompt showing he is already trying to jump out of it in a rather ill-advised fashion.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
 &lt;br /&gt;
The German A7V tank is equipped with a 57mm main gun and a number of [[Maxim MG08]] machine guns that can be used by the crew. As with the Mark V, the A7V is shown being used by both sides, which is a little less likely since only 20 were built (''Generalquartiermeister'' Erich Ludendorff was disinterested in tanks, declaring them to merely be a &amp;quot;nuisance&amp;quot;) and the British and French already had tanks that were superior to them.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BF1-MG08-1.jpg|thumb|none|600px|A A7V in &amp;quot;Mephisto&amp;quot; optic with 2 rear-mounted MG08 machine guns.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim QF 1 Pounder &amp;quot;Pom-Pom&amp;quot;==&lt;br /&gt;
Maxim QF 1 Pounders appear in certain fixed locations on maps.&lt;br /&gt;
[[Image:QF 1 Pounder.jpg|thumb|none|400px|Maxim-Nordenfelt QF Mk II 1-pounder Pom-Pom gun at the Imperial War Museum, London - 37x94mm R]]&lt;br /&gt;
[[File:bf1 maximqf1.jpg|thumb|none|600px|A Maxim QF 1 Pounder on the Battlefield.]]&lt;br /&gt;
[[File:bf1 maximqf1 1.jpg|thumb|none|600px|Manning the Maxim-Nordenfelt.]]&lt;br /&gt;
&lt;br /&gt;
==Parabellum MG14==&lt;br /&gt;
[[Parabellum MG14]]s are mounted on Halbterstadt and Gotha planes. In the last mission of &amp;quot;Friends in High Places&amp;quot;, the German Zeppelin is armed with a pair of them.&lt;br /&gt;
[[File:Parabellum MG14.jpg|thumb|none|500px|Parabellum MG14 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:bf1 paramg.jpg|thumb|none|600px|The MG14 mounted on a Halberstadt.]]&lt;br /&gt;
[[File:bf1 paramg 1.jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:bf1 paramg 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk 1==&lt;br /&gt;
[[Vickers MK1 Machine Gun|Vickers Mk 1 Machine Gun]]s are mounted on British Pattern 1914 Rolls-Royce Armoured &amp;lt;!--With a u, it's their actual name--&amp;gt; Cars.&lt;br /&gt;
&lt;br /&gt;
[[Image:Vickers gun.JPG|thumb|none|350px|Vickers gun with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:bf1 Vickers 1.jpg|thumb|none|600px|The Vickers Mk 1 on the Armoured Car. These vehicles were an armored body placed on a repurposed Rolls-Royce Silver Ghost chassis.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
&lt;br /&gt;
==Carcano 1891 Placeholder Rifle==&lt;br /&gt;
Italian soldiers in the first trailer are seen with what appear to be ersatz [[Carcano Rifle Series|Carcano 1891 Cavalry Carbine]]s made out of the game's other rifle models. The model, while only witnessed briefly, is very incomplete. The Carcano ultimately does not appear in the release version of the game.&lt;br /&gt;
[[Image:CarcanoM38CavCarbine.jpg|thumb|none|450px|Carcano M91/38 Cavalry Carbine with folded bayonet - 6.5x52mm]]&lt;br /&gt;
[[File:bf1 un 1.jpg|thumb|none|600px|Italian soldiers charging. Note that there are no folding bayonets.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-style=&amp;quot;height: 30px;&amp;quot;&lt;br /&gt;
!align=center colspan=&amp;quot;3&amp;quot; bgcolor=#D0E7FF |&amp;lt;div style=&amp;quot;font-size: 125%;&amp;quot;&amp;gt;''[[Battlefield]]'' Franchise&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;150&amp;quot;|'''Main series'''||style=&amp;quot;padding-left: 1em&amp;quot; width=&amp;quot;550&amp;quot;|''[[Battlefield: 1942]]'' (2002){{@}}''[[Battlefield: Vietnam]]'' (2004){{@}}''[[Battlefield 2]]'' (2005){{@}}''[[Battlefield 3]]'' (2011){{@}}''[[Battlefield 4]]'' (2013) {{@}}'''''Battlefield 1''''' (2016)&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;150&amp;quot;|'''Bad Company Series'''||bgcolor=#E8E8E8 style=&amp;quot;padding-left: 1em&amp;quot;|''[[Battlefield: Bad Company]]'' (2008){{@}}''[[Battlefield: Bad Company 2]]'' (2010)&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;150&amp;quot;|'''Spin-Offs'''||bgcolor=#E8E8E8 style=&amp;quot;padding-left: 1em&amp;quot;|''[[Battlefield: 1943]]'' (2009){{@}}''[[Battlefield Hardline]]'' (2014)&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;150&amp;quot;|'''Third-Party Modifications'''||style=&amp;quot;padding-left: 1em&amp;quot;|''[[Battlefield: 1918]]'' (2003){{@}}''[[Forgotten Hope]]'' (2003){{@}}''[[Desert Combat]]'' (2003){{@}}''[[Forgotten Hope 2]]'' (2005){{@}}''[[Project Reality]]'' (2005){{@}}''[[Project Reality: Falklands]]'' (2012){{@}}''[[Project Reality: Vietnam]]'' (2012){{@}}''[[Project Reality: Normandy]]'' (2013)&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;150&amp;quot;|'''Free-to-Play'''||bgcolor=#E8E8E8 style=&amp;quot;padding-left: 1em&amp;quot;|''[[Battlefield Heroes]]'' (2009){{@}}''[[Battlefield Play4Free]]'' (2011)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ghost_In_The_Shell:_Stand_Alone_Complex_First_Assault&amp;diff=1101135</id>
		<title>Ghost In The Shell: Stand Alone Complex First Assault</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ghost_In_The_Shell:_Stand_Alone_Complex_First_Assault&amp;diff=1101135"/>
		<updated>2017-04-24T13:08:32Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: touched up a bit, added a small bit of info to a few weapons. I need to get back into this game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
[[Image:GITS_FS_Cover.jpg|thumb|right|300px|''Ghost in the Shell Stand Alone Complex: First Assault'' (2015 - present)]]&lt;br /&gt;
&lt;br /&gt;
''Ghost in the Shell Stand Alone Complex First Assault'' is an online first-person shooter game developed by Nexon. You play as members of Section 9 fighting against cyber crime and terrorists. Initially the game had 4 game modes, Ghost assault (a game of hide and seek where Section 9 has to hide an survive using thermoptic camo and revive hacks on fallen allies, the only game mode of which you can play as either Section 9 or the terrorist Cyborgs), Team Deathmatch, Demolition And Terminal Conquest (The latter being similar to Capture the Flag). Ghost Assault has since been removed due to lack of interest. Players may have up to three Loadout slots at any time and can customize the primary weapon of each, along with wielding a pistol and up to two types of grenades. New weapons may be bought for GP off the Market, though a few others can be unlocked by earning enough TP (Training Points) with the starter weapons. As is common for games of this type, all guns are treated as empty when reloaded and none keep an extra round in their chambers&lt;br /&gt;
&lt;br /&gt;
= Pistols =&lt;br /&gt;
&lt;br /&gt;
==Seburo M5==&lt;br /&gt;
[[Image:Seburom5l.jpg|thumb|none|300px|Seburo M5 - 5.45x18mm]]&lt;br /&gt;
[[Image:M5 gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
The Seburo M5 is the first sidearm readily available to the player, It holds a capacity of 20 rounds and has a high rate of tap fire.&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226==&lt;br /&gt;
&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|300px|SIG-Sauer P226R - 9x19mm, updated P226 with accessory rails, now the standard production version for the P226 (IMFDB still refers to this model as the &amp;quot;P226R&amp;quot; to distinguish between newer and older models).]]&lt;br /&gt;
[[Image:P226 gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
The SIG-Sauer P226 is automatically given to players upon reaching Level 6. It is more powerful than the Seburo M5, though it has worse accuracy and a much smaller magazine&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
Known as the SN-57 in game this gun holds 20 rounds and has the fixed sights of the Five-seveN Mk 2 but with no front slide serrations. It is available from the Market&lt;br /&gt;
[[Image:FN-FiveSeven_USG.jpg|thumb|none|300px|FN Five-seveN USG (U.S. Government) model - FN 5.7x28mm. This is the most common version of the Five-seveN in channels of commerce, but also no longer produced as FN Herstal replaces the USG model with the newer Mk2. It has a frame-mounted safety and an accessory rail. The FN Five-seveN isn't issued with a threaded barrel, but threaded barrels and sound suppressors are commercially available as aftermarket items.]]&lt;br /&gt;
[[Image:FN_Five-seveN_Mark_2.jpg|thumb|none|300px|FN Five-seveN Mark 2 - FN 5.7×28mm. This variant is now the standard version of the FN Five-seveN offered by FNH. The Mk2 model has cocking serrations on the front of the slide as well as on the rear. This is a fixed-sight version.]]&lt;br /&gt;
[[Image:Fn57 GITS SAC FA.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==Berreta 93R==&lt;br /&gt;
The &amp;quot;93-SE&amp;quot; is available in the market and is very deadly at close range, firing 3-round bursts; the player can easily unload a lethal spray of bullets at their foe with a cost to accuracy and range. The 93R is currently the only machine pistol sidearm in the game&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:93r gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M==&lt;br /&gt;
Togusa's signature Mateba 2006M is available from the Market, obviously allowing players to use his signature gun while playing as him. The Mateba is roughly on-par with the Taurus Model 44, though having a faster rate of fire and less hitting power&lt;br /&gt;
[[Image:Mateba_2006.jpg|thumb|none|300px|thumb|none|300px|Mateba 2006M, another unconventional revolver (though not a semi-automatic) made by Mateba, distinguishable from the Model 6 by the cylinder housing, which is enclosed at the top, as opposed to the model 6's open top housing - .357 Magnum]]&lt;br /&gt;
[[Image:Mateba gits sac fa.jpg|thumb|none|550px|Like in the anime Togusa's Mateba is a fictional 6 inch autorevolver]]&lt;br /&gt;
&lt;br /&gt;
==CZ-75==&lt;br /&gt;
The &amp;quot;KCZ-85&amp;quot; is available to buy from the market and is one of the most accurate semi automatic sidearms available to the player. Holding 17 rounds and can deal quite the damage based on a players skill with this weapon.&lt;br /&gt;
[[Image:EAA Witness NewProduction.jpg|thumb|none|300px|EAA Witness Steel (with Elite-style slide) - .45 ACP]]&lt;br /&gt;
[[Image:Cz75 gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The &amp;quot;44 Magnum&amp;quot; is available on the market and is the most potent sidearm available, This as well as the Mateba appears to fire in double action only and has a very low fire rate to counter its very high damage. Only when the player runs out of ammo will they use the ejector rod to empty spent casings, otherwise reloading while still having ammo will invoke a flick of the wrist to send those bullets on their way.&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|300px|Taurus Model 44 with 6&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:Taurus gits fs.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The CZ Scorpion Evo 3 A1 appears as the Deathstalker SMG and is available from the Market&lt;br /&gt;
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|none|550px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[Image:Deathstalker gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
[[Image:P90 tact d 500px.jpg|thumb|none|500px|FN P90 Tactical - FN 5.7x28mm]]&lt;br /&gt;
[[Image:P90 gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5==&lt;br /&gt;
This is a fictional variant of the MP5 known as the MP-V5A in-game it features a retractable stock, custom fore-end grip, Picatinny rails and pistol grip however has the trigger housing of a traditional MP5. It is the first SMG available, being given to all players&lt;br /&gt;
[[Image:H%26KMP5A2WideForearm.jpg|thumb|none|500px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; (wide) forearm and stock extended - 9x19mm]]&lt;br /&gt;
[[Image:MP5A3RIS.jpg|thumb|none|500px|Heckler &amp;amp; Koch MP5-N with Navy trigger group, threaded muzzle, railed handguard, RIS foregrip, and M68 Aimpoint red dot scope - 9x19mm]]&lt;br /&gt;
[[Image:MP5_Gits_sac_fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
This MP5K features a Picatinny rails and a retractable stock, and is effectively a faster and less-accurate equivalent to the starting MP5. The MP5K is unlocked for purchase by obtaining enough TP&lt;br /&gt;
[[Image:Mp5 reverse stretch 2.jpg|thumb|none|500px|Pakistan Ordnance Factories SMG PK-3 - 9x19mm]]&lt;br /&gt;
[[Image:Mp5k gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP==&lt;br /&gt;
&lt;br /&gt;
[[Image:UMP_45.jpg|thumb|none|500px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:Ump gits fs.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
[[Image:Pp-2000_1.jpg|thumb|none|500px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[Image:PP2000 gits FS.jpg |thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==Seburo C26==&lt;br /&gt;
[[Image:C26 gits FS.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|500px|SIG-Sauer MPX - 9x19mm]]&lt;br /&gt;
[[Image:Mpx gits SAC FS.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
[[Image:KRISSVectorBlank.jpg|thumb|none|500px|TDI / KRISS USA Gen I Vector Blank Fire with EOTech red dot sight and extended magazine - .45 ACP]]]&lt;br /&gt;
[[Image:Kris gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles =&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
The AK-47 is the most heavy hitting Assault rifle of its class, and is quite popular despite the high recoil that comes with its power&lt;br /&gt;
[[Image:Ak-47_gits_sac_fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
== Beretta ARX-160 ==&lt;br /&gt;
[[Image:Beretta ARX-160.jpg|thumb|none|550px|Beretta ARX-160 - 5.56x45mm]]&lt;br /&gt;
[[Image:Khx 160 gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
== Bushmaster ACR ==&lt;br /&gt;
[[Image:Bushmaster-acr-carbine.jpg|thumb|none|550px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Acr gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
Named simple the &amp;quot;K22&amp;quot; in game&lt;br /&gt;
[[Image:Daewoo-K2.jpg|thumb|none|550px|Daewoo K2 Assault rifle - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:K22 GITS FA.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
[[Image:FAMAS-F1.jpg|thumb|none|550px|FAMAS F1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Famas gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000==&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_TR_rifle.jpg|thumb|none|550px|FN F2000 Tactical with gray finish - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:F2000 gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-L ==&lt;br /&gt;
The FN SCAR-L is one of the few weapons that can be earned by gaining enough TP rather than being bought from the Market&lt;br /&gt;
[[Image:Scar l std.jpg|thumb|none|550px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Scar gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
Named the KH-417 in game, has a decent accuracy and a very hard hitting round. &lt;br /&gt;
&lt;br /&gt;
[[Image:HK417 12.jpg|thumb|none|550px|Heckler &amp;amp; Koch HK417 with 12&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Hk417 gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
== IWI X95L==&lt;br /&gt;
[[Image:IWI X95L.jpg|thumb|none|550px|IWI X95L with Meprolight red dot sight and RIS foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:S25 gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
Known as the S25 in-game this rifle has the fastest fire rate out of all assault rifles, It also deals the least damage as well as running out of ammo really quickly. This does however prove useful in CQC.&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament PDW==&lt;br /&gt;
[[Image:KAC PDW 10in.jpg|thumb|none|550px|KAC PDW with 10&amp;quot; barrel - 6x35mm]]&lt;br /&gt;
[[Image:Kap5 gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The Colt M4A1 is one of the few firearms with an unaltered name in the game and is the first weapon all players start with. It is very well-rounded and reliable and is a solid choice for almost any situation, even in the face of many other options&lt;br /&gt;
[[Image:M4A1 gits sac fa.jpg |thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==Seburo C-30==&lt;br /&gt;
[[Image:C30 gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
Appearing as the &amp;quot;870-ICS&amp;quot; in the game this is the first shotgun available to the player. Holding 8 shells This shotgun deals the most damage out of all the shotguns, this been counter-acted by its very slow fire rate. For some reason this shotgun features two sets of iron sights initially, probably because the standard ones maybe too difficult to use in game and the extra ones providing a more uniform iron sight setup.&lt;br /&gt;
[[Image:Remington 870MCS.jpg|thumb|none|550px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
[[Image:870 MCS gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The KSG-12 appears in this game and holds only 14 shells. Much like in Modern Warfare 3 reloading is innaccurate and switching of the magazine tubes is non existant. This is depicted as the most accurate shotgun in the game and like the UTS-15 and USAS-12 has a choice between 3 different angled foregrips and 3 different sights. notably a quickpoint sight, a Eotech Trico Minicon and a simple Tube style scope.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|550px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[Image:Kel-Tec KSG EOTech.jpg|thumb|none|550px|Kel-Tec KSG with EOTech 512 sight and Magpul AFG (angled foregrip) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
[[Image:KSG gits FS.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==UTAS UTS-15==&lt;br /&gt;
Appearing as the STA-12S2 in game it Holds 15 shells and in game is the bridge between the 870 and KSG in terms of weapon stats. Holds 14+1 in the chamber for some reason while the KSG is never fully reloaded. &lt;br /&gt;
[[Image:UTS-15_Gen2.JPG|thumb|none|550px|Gen 2 UTAS UTS-15 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Uts 15 gits fs.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==USAS-12==&lt;br /&gt;
Appearing in the game as the &amp;quot;USS12&amp;quot; This shotgun is a 6 round magazine fed fully automatic shotgun.&lt;br /&gt;
[[Image:USAS12.jpg|thumb|none|550px|Daewoo USAS-12 with 10-round magazine - 12 Gauge. This is the original version of the USAS-12, recognizable by the conventional front sight.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Usas 12 gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare Magnum==&lt;br /&gt;
&lt;br /&gt;
Being the first sniper rifle available this AWM holds 8 rounds and unless you buy the barrel upgrade shots will not land 1-hit kills, an extended magazine is also available.&lt;br /&gt;
&lt;br /&gt;
[[Image:Accuracy International Arctic WarfareM - Psg 90.jpg|thumb|none|550px|]]&lt;br /&gt;
[[Image:AWM gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AS50==&lt;br /&gt;
A semi-automatic .50 BMG is available to buy in the market and comes with its own training points system where prolonged use will unlock attachments for the weapon at much cheaper prices. With a barrel upgrade this rifle can perform 1-hit kills as well as quick follow up shots, at the cost of accuracy.&lt;br /&gt;
[[Image:As50sr.jpg|thumb|none|550px|Accuracy International AS50 (Early Model) - .50 BMG]]&lt;br /&gt;
[[Image:Sa50_gits_sac_fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==Barrett Model 98 Bravo==&lt;br /&gt;
The &amp;quot;M99D&amp;quot; is the most potent sniper rifle of its class, upgraded this rifle can take out even tier 2 nano gel users with upgraded an health of 120hp. &lt;br /&gt;
&lt;br /&gt;
[[Image:0129481.jpg|thumb|none|550px|Barrett M98B with Harris bipod and Scope - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:M99d GITS SAC FA.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==Cheytac Intervention==&lt;br /&gt;
&lt;br /&gt;
[[Image:M200.jpg|thumb|none|550px|CheyTac M200 - .408 CheyTac]]&lt;br /&gt;
[[Image:Cheytac gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch MSG90==&lt;br /&gt;
&lt;br /&gt;
[[Image:HKMSG90.jpg|thumb|none|550px|Heckler &amp;amp; Koch MSG90 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Seo-90 gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
[[Image:XM2010.jpg|thumb|none|550px|Remington XM2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[Image:Cm2010 gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SV-98==&lt;br /&gt;
[[Image:SV98.jpg|thumb|none|550px|Izhmash SV-98 - 7.62x54mmR]]&lt;br /&gt;
[[Image:Sv97 gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==Seburo Sniper Rifle==&lt;br /&gt;
[[Image:Seburo sp gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
==Seburo MG==&lt;br /&gt;
&lt;br /&gt;
[[Image:Seburo mg gits fs.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW Paratrooper==&lt;br /&gt;
[[Image:M249_Para_ACOG.jpg|thumb|none|550px|M249 SAW Paratrooper - this one features components of the Product Improvement Package (PIP), including the new telescoping stock, heat shield, and RIS handguard, and is also fitted with an ACOG scope and a 100-round woodland camo cloth ammo bag - 5.56x45mm]]&lt;br /&gt;
[[Image:M249 gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
==L86A2 LSW==&lt;br /&gt;
&lt;br /&gt;
[[Image:L86A2.jpg|thumb|none|550px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L86 lsw gits sac fa.jpg|thumb|none|550px|having the back grip removed and some other fictional aesthetic changes]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG36==&lt;br /&gt;
&lt;br /&gt;
[[Image:MG36.jpg|thumb|none|550px|Heckler &amp;amp; Koch MG36 with Beta-C drum magazine, proprietary bipod, and ZF 3x4° dual sight system - 5.56x45mm]]&lt;br /&gt;
[[Image:Mg36 gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
[[Image:Nade gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
[[Image:Flash gits sac fa.jpg|thumb|none|550px|]]&lt;br /&gt;
[[Image:Smoke gits sac fa.jpg|thumb|none|550px|]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_1&amp;diff=1088427</id>
		<title>Battlefield 1</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_1&amp;diff=1088427"/>
		<updated>2017-02-28T16:44:57Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Lee-Enfield No.1 Mk.III* */ minor variant correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield 1&lt;br /&gt;
|picture=Battlefield1.jpg&lt;br /&gt;
|caption=''PC Boxart''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date= October 21, 2016&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;XBOX One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 1''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts, and the latest installment in the popular ''[[Battlefield]]'' series. It is set in a fictionalized version of the First World War, with players taking on the role of soldiers in the trenches or controlling vehicles from tanks and early fighter planes to armored trains and Zeppelins.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The game's class system is altered somewhat from previous incarnations. The Assault class is close to the anti-tank classes of previous games, using heavy anti-vehicle weapons and submachine guns or shotguns, the Medic class are general-purpose combatants with automatic or semi-automatic rifles, the Support class use machine guns, and the Scout class use sniper rifles. There are also new vehicle-using &amp;quot;Tanker&amp;quot; and &amp;quot;Pilot&amp;quot; classes, both using pistol-carbines and the former having a repair tool; these appear to be automatically assigned if the player chooses to spawn directly inside a vehicle.&lt;br /&gt;
&lt;br /&gt;
''Battlefield 1'' has changed the way weapons work in the form of certain attachments. Each weapon has a set number of variants with pre-allocated attachments instead of allowing the player to customize their attachment loadout. The only attachments that can be customized by the player are Ironsights, Bayonets, Magnification range and in the case of automatic weapons adjusting the direction of recoil control. Below is a list of common names referring to each variant.&lt;br /&gt;
&lt;br /&gt;
* Factory - Describes the weapon being light weight having fast movement speeds and ADS times. No Attachments installed. &lt;br /&gt;
&lt;br /&gt;
* Trench - Refers to the weapon having improved hip fire or close range abilities. Typically equipped with a foregrip or some unique cases such as the Winchester 1895, a caliber change. &lt;br /&gt;
&lt;br /&gt;
* Storm - Refers to the weapon having improved ADS Accuracy even when moving. Formerly called &amp;quot;Light Infantry&amp;quot; in the Alpha and Open Beta versions. &lt;br /&gt;
&lt;br /&gt;
* Optical - Attaches an experimental optical &amp;quot;Dot&amp;quot; sight for greater ADS accuracy. In some weapons such as those in the Assault class, it adds both the sight and a foregrip. &lt;br /&gt;
&lt;br /&gt;
* Marksman - Attaches a medium range optical sight with a magnification range between 2.5x and 5x as well as bipod. &lt;br /&gt;
&lt;br /&gt;
* Sniper - Equipped with a long range optical sight with magnification ranges between 5x and 10x as well as a bipod for stabilised accuracy. The Mondragon rifle is the only medic rifle to support this variant, only the Scout class has the variant otherwise. &lt;br /&gt;
&lt;br /&gt;
* Backbored - Applies to Shotguns, refers to the weapon using low-recoil buckshot allowing for less recoil but faster damage drop off. &lt;br /&gt;
&lt;br /&gt;
* Hunter - Applies to Shotguns, attaches a choke tightening shot spread for greater range. &lt;br /&gt;
&lt;br /&gt;
* Slug - Only applies to the Model 10-A, equipped with Slugs and a Magnified Dot Sight. Formerly called the &amp;quot;Heavy&amp;quot; variant in the Open Beta. &lt;br /&gt;
&lt;br /&gt;
* Extended - Extends the weapons magazine, only the Browning Auto-5 and Remington Model 8 have this variant prefix. &lt;br /&gt;
&lt;br /&gt;
* Low Weight - Applies to Machine Guns, identical to the &amp;quot;Factory&amp;quot; variant having no attachments but improved movement speed and ADS times. &lt;br /&gt;
&lt;br /&gt;
* Telescopic - Applies to Machine Guns, Equipped with a bipod and a medium range optical sight with a magnification range between 2.5x and 5x. &lt;br /&gt;
&lt;br /&gt;
* Suppressive - Applies to Machine Guns, extends the weapons magazine capacity, adds a bipod and attaches an optical sight. &lt;br /&gt;
&lt;br /&gt;
* Infantry - Applies to Scout weapons, removes optical sights in place of standard ironsights, considered identical to the &amp;quot;Factory&amp;quot; prefix. &lt;br /&gt;
&lt;br /&gt;
* Carbine - Applies to Scout Weapons, removes the medium or long range telescopic sight in place of a short range &amp;quot;Dot&amp;quot; sight with increased movement, ADS times and slightly better hip fire accuracy. &lt;br /&gt;
&lt;br /&gt;
* Sweeper - Only available to the Winchester 1907 and the M97 Trench Gun. In case of the 1907 it adds a foregrip and select fire functionality improving hip fire and close range effectiveness while the M97 shotgun adds a duckbill choke for greater shot dispersion. &lt;br /&gt;
&lt;br /&gt;
* Experimental - Applies only to the MP18 and Springfield 1903. MP18 Experimental locks the weapon to a three round burst, having greater long range accuracy. The Springfield 1903 Experimental attaches the Pedersen device.&lt;br /&gt;
&lt;br /&gt;
In addition, taking a page from ''[[Battlefield Hardline]]'', each of the classes have their own class-exclusive sidearms.  However, there are also a small handful of all-class sidearms available.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Beretta M1915==&lt;br /&gt;
The [[Beretta M1915]] is available as one of the Support class's sidearms as the &amp;quot;Modello 1915.&amp;quot; Able to kill in 4 shots at short distances, it offers a decent sized magazine at 8 rounds plus one chambered and a fast rate of fire for the pistol class. &lt;br /&gt;
[[File:Beretta M1915.jpg|thumb|none|300px|Beretta M1915 - .32 ACP]]&lt;br /&gt;
[[Image:BF1-ber15_1.jpg|thumb|600px|none|British soldier holds the Beretta 1915.]]&lt;br /&gt;
[[Image:BF1-ber15_2.jpg|thumb|600px|none|Aiming the pistol.]]&lt;br /&gt;
[[Image:BF1-ber15_3.jpg|thumb|600px|none|Reloading, note the unusual sight of trigger discipline in World War I. Also note that the slide is locked back, which is impossible as the M1915 has no mechanism to lock the slide back besides a magazine cut out. ]]&lt;br /&gt;
&lt;br /&gt;
==Borchardt C-93==&lt;br /&gt;
The [[Borchardt C-93]] is an available pistol that can be utilised by all classes once unlocked by getting to Rank 10 with the Support Class. It inflicts similar damage to some of the faster firing pistols at 4 shots within close range but is hampered by a somewhat average rate of fire. It does however possess one of the best hip fire ratings of all the pistols. &lt;br /&gt;
[[Image:borchardtc93.jpg|thumb|400px|none|Borchardt C-93 - 7.65x25mm Borchardt]]&lt;br /&gt;
[[Image:BF1 Gamescom Trailer C93.jpg|thumb|600px|none|A German soldier holds the Borchardt.]]&lt;br /&gt;
[[Image:BF1_ C93_2.jpg|thumb|600px|none|Aiming the Borchardt.]]&lt;br /&gt;
[[Image:BF1_ C93_3.jpg|thumb|600px|none|Reloadng.]]&lt;br /&gt;
[[Image:BF1_ C93_4.jpg|thumb|600px|none|Chambering the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1903 Hammerless==&lt;br /&gt;
A [[Colt 1903 Hammerless]] is available for the Assault class. It is the fastest firing pistol in the Assault Class at 450 RPM but is also relatively weak, killing in about 4 shots at close range. &lt;br /&gt;
[[Image:ColtM1903HammerlessWoodGrips.jpg|thumb|300px|none|Colt 1903 Hammerless with Colt Wood Grips - .32 ACP]]&lt;br /&gt;
[[File:BF1_colt1903_1.jpg|thumb|none|600px|An Assault Gunner holds the Colt.]]&lt;br /&gt;
[[File:BF1_colt1903_2.jpg|thumb|none|600px|Aiming the Colt.]]&lt;br /&gt;
[[File:BF1_colt1903_3.jpg|thumb|none|600px|Reloading. Note the inaccurate locked back slide despite the empty magazine being removed and replaced.]]&lt;br /&gt;
[[File:BF1Colt1903reload.jpg|thumb|none|600px|Releasing the slide of the Hammerless, similar to the M1911.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911/A1==&lt;br /&gt;
The &amp;quot;M1911&amp;quot; in the game is a hybrid with features of both the [[M1911]] and [[M1911A1]], the latter being anachronistic since the M1911A1 was not standardised until 1926. It has a long M1911-style trigger and hammer spur and a short grip safety spur, but an A1-style frame cutout behind the trigger, no diamond markings on the grip, and a curved mainspring housing. The M1911 is the default starting pistol and is able to kill a target within 3 shots at close range with a moderate rate of fire and reload time, however its weapon spread and recoil are more severe than other pistols. &lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|none|300px|Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|300px|none|Pre-War Colt M1911A1 Pistol - Commercial Model known as the &amp;quot;Colt Government Model&amp;quot; - .45 ACP. This has a deep Colt factory blued finish, common for commercial variants before and after the war.]]&lt;br /&gt;
[[File:BF1_M1911_hellfighter.jpg|thumb|none|600px|The Colt M1911 Hellfighter ingame.]]&lt;br /&gt;
[[File:BF1 M1911 Idle.jpg|thumb|none|600px|A M1911 with a two-toned finish, an in-game skin for the M1911 called &amp;quot;The Incarcerator,&amp;quot; rewarded to players who completed an M1911-specific community mission in Battlefield 4 and Battlefield Hardline before October 17th, 2016.]]&lt;br /&gt;
[[File:BF1 M1911 ADS.jpg|thumb|none|600px|ADS.]]&lt;br /&gt;
[[File:BF1 M1911 mid-reload.jpg|thumb|none|600px|Mid-reload.]]&lt;br /&gt;
[[File:M1911 empty reload.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:BF1M1911reload.jpg|thumb|none|600px|Powerstroking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911/A1 &amp;quot;Extended&amp;quot;==&lt;br /&gt;
The &amp;quot;M1911 Extended&amp;quot; is a pistol-carbine variant of the [[Colt M1911]], uses by Tankers and Pilots. It's semi-automatic, has a 15 round magazine, and is fitted with a wire-frame stock and Thompson-style foregrip (the same foregrip featured on Trench-variant weapons in the game). In a notable (but acknowledged by the devs) animation error, the weapon is animated as a double action only pistol (the hammer even cycles) and the slide does not lock open when empty, being fully cycled by the player on an empty reload; it's fantastic animation work, just not for an M1911.&lt;br /&gt;
[[File:1911machinepistol.jpg|thumb|none|400px|Colt M1911A1 Machine Pistol factory full-auto conversion - .38 Super. Somewhat similar to the one in game.]]&lt;br /&gt;
&lt;br /&gt;
==FN M1903==&lt;br /&gt;
The [[FN Browning 1903|FN M1903]] is available by default alongside the M1911 and P08. Called the &amp;quot;Mle. 1903&amp;quot; in-game it offers a balance between the two other default sidearms by being faster than the M1911 and P08 but offering less damage as a result. The &amp;quot;They Shall Not Pass&amp;quot; DLC adds the &amp;quot;Mle. 1903 Extended&amp;quot; for the Pilot and Tanker classes, with a stock and 10-round magazine.&lt;br /&gt;
[[Image:Browning_1903.jpg|thumb|300px|none|FN Browning Model 1903 - 9x20mm Browning Long]]&lt;br /&gt;
[[File:BF1 Browning 1903 idle.jpg|thumb|none|600px|The FN 1903 ingame.]]&lt;br /&gt;
[[File:BF1 Browning 1903 ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
[[File:BF1 Browning 1903 empty reload.jpg|thumb|none|600px|An empty reload; note the incorrect locked open slide despite the empty mag being removed before.]]&lt;br /&gt;
[[File:BF1 Browning 1903 mid-reload.jpg|thumb|none|600px|The weapon during a mid-magazine reload.]]&lt;br /&gt;
&lt;br /&gt;
==Frommer Stop==&lt;br /&gt;
The [[Frommer Stop]] is available for the Scout Class. It is yet again another fast firing pistol at 450 RPM but is offset with low damage at 4 shots at close range. Unlike other 4 shot, high ROF pistols it only holds 7 rounds plus one chambered instead of the usual 8 plus 1. &lt;br /&gt;
[[File:Frommer-Stop-Rightside.jpg|thumb|none|300px|Frommer Stop - .380 ACP]]&lt;br /&gt;
[[File:BF1_frommer1.jpg|thumb|none|600px|German soldier holds the Frommer Stop.]]&lt;br /&gt;
[[File:BF1_frommer2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1_frommer3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Frommer Stop Machine Pistol==&lt;br /&gt;
The fully-automatic lengthened-barreled variant of the [[Frommer Stop]] is available to the Pilot and Tanker classes as the &amp;quot;Frommer Stop Auto&amp;quot;. In-game it erroneously holds 14 rounds plus one in the chamber, whereas the real extended magazine of this variant held 15 rounds.&lt;br /&gt;
[[File:Frommerstopautomaticmp.jpg|thumb|none|400px|Frommer Stop Machine Pistol - .380 ACP]]&lt;br /&gt;
[[File:BF1_frommerau1.jpg|thumb|none|600px|An American Tanker holds the pistol.]]&lt;br /&gt;
[[File:BF1_frommerau2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1_frommerau3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Kolibri Pistol==&lt;br /&gt;
The tiny Kolibri 2.7mm Pistol is the weakest and smallest pistol in the game, unlocked by getting to Rank 10 with the Scout Class. The weapon seems to have been included primarily as a joke similar to the old ability to kill someone by hitting them in the head with a stun grenade; its damage output at point-blank range is only 5 per shot, and it can only reach levels comparable to other pistols when aiming for the head. Even then, it only deals 25 damage - respectable, but not for a point-blank headshot.&lt;br /&gt;
[[Image:Kolibri.jpg|thumb|none|325px|2mm Kolibri pistol with a penny for scale - 2.7x9mm Kolibri]]&lt;br /&gt;
[[File:BF1_koli.jpg|thumb|none|600px|A scout draws the Kolibri.]]&lt;br /&gt;
[[File:BF1_koli1.jpg|thumb|none|600px|Holding the pistol.]]&lt;br /&gt;
[[File:BF1_koli2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_koli3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Lancaster Howdah Pistol==&lt;br /&gt;
A Lancaster 4-barreled [[Howdah Pistol]] chambered in .476 CF is available to the Assault Class. It is a 2 shot kill at close range, but damage drops off sharply at longer distances; in comparison to the Gasser it offers a faster rate of fire (257 RPM compared to the 180 RPM of the Gasser) and a much faster reload speed as the soldier character inserts two rounds at a time when reloading. &lt;br /&gt;
&lt;br /&gt;
For 100% completion of the campaign &amp;quot;The Runner&amp;quot; the player will be awarded &amp;quot;Frontiersman&amp;quot;, a skin for the Howdah Pistol that is usable in Multiplayer.&lt;br /&gt;
[[Image:Lancasterone.jpg|thumb|none|350px|Lancaster 4-barrelled Howdah Pistol - .476 CF]]&lt;br /&gt;
[[File:BF1_howdah1.jpg|thumb|none|600px|A German soldier holds the pistol.]]&lt;br /&gt;
[[File:BF1_howdah2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1_howdah3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Frontiersman.jpg|thumb|none|600px|&amp;quot;Frontiersman&amp;quot; skin granted for 100% completion of &amp;quot;The Runner&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Luger LP08 &amp;quot;Artillery&amp;quot;==&lt;br /&gt;
A [[Luger P08|Luger LP08 &amp;quot;Artillery&amp;quot;]] with buttstock and ''Trommelmagazin 08'' snail drum magazine can be seen on the art. In-game, it is an available weapon for the Tanker and Pilot classes. Despite the increased barrel length it only inflicts marginally more damage at range than the standard Luger P08. In the final version, however, it also received a long barrel with foregrip, from the carbine variant.&lt;br /&gt;
[[File:Luger-P08ArtilleryWDrum.jpg|thumb|none|350px|Luger LP08 &amp;quot;Artillery&amp;quot; model with the rare 32-round ''Trommelmagazin 08'' snail drum magazine compatible with the [[Bergmann MP18]] submachine gun - 9x19mm]]&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|A rare Luger carbine - 9x19mm]]&lt;br /&gt;
[[File:BF1 LP08 Art.jpg|thumb|none|600px|A German soldier on the right holding the Luger LP08 &amp;quot;Artillery&amp;quot; model pistol.]]&lt;br /&gt;
[[File:BF1 LP08 Art_1.jpg|thumb|none|600px|A British pilot holds the Luger Artillery.]]&lt;br /&gt;
[[File:BF1 LP08 Art_2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1 LP08 Art_3.jpg|thumb|none|600px|Reloading a ''Trommelmagazin 08''. Note the foregrip from the carbine variant.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] pistol appears as a sidearm. A heavily engraved Luger P08 appears in the '''Red Baron Pack''', which is included in the '''''Early Enlister Deluxe Edition'''''. It is a 4 shot kill at close range with a moderatly fast rate of fire and good hip fire accuracy. It holds 8 rounds plus one chambered. &lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:BF1 Weapons P08.jpg|thumb|none|600px|A German pilot with a Luger P08.]]&lt;br /&gt;
[[File:BF1 Weapons P08 aim.jpg|thumb|none|600px|Aiming the Luger.]]&lt;br /&gt;
[[File:BF1 Weapons P08 reloading.jpg|thumb|none|600px|The Luger P08 being reloaded.]]&lt;br /&gt;
[[File:BF1-Early-Enlister.jpg|thumb|none|600px|Note that the second &amp;quot;Behemoth&amp;quot; is the [http://en.wikipedia.org/wiki/HMS_Iron_Duke_(1912) HMS ''Iron Duke''] or a ship of the same class, while the third is the WW1-era Russian / Soviet &amp;quot;rail cruiser&amp;quot; ''[http://warisboring.com/a-remarkable-armored-train-fought-its-way-across-eurasia-db3e3180b50c Zaamurets]'', later known as ''Polipanovtsi'', ''BP-4'', ''Lenin'', ''Orlik'' and ''Train No. 105''. This train served on both sides during the Russian Civil War and undertook a remarkable journey across the world, ultimately ending up in the hands of the Japanese military after being seized from Chinese forces in Manchuria.]]&lt;br /&gt;
&lt;br /&gt;
==Mars Automatic Pistol==&lt;br /&gt;
The [[Mars Automatic Pistol]] is available for the Scout class. It appears to have a 10-round magazine, suggesting it could be chambered for 8.5mm or 9mm Mars. It has high stopping however the Gasser Revolver is the most powerful in terms of raw damage, the Mars sports decent hip fire accuracy but has high recoil and a below average rate of fire. &lt;br /&gt;
[[Image:Mars01.jpg|thumb|none|350px|Mars Automatic Pistol - 8.5x26mm Mars / 9x26mm Mars / .45 Mars]]&lt;br /&gt;
[[File:BF1_mars_1.jpg|thumb|none|600px|A British sniper holds the Mars Pistol.]]&lt;br /&gt;
[[File:BF1_mars_2.jpg|thumb|none|600px|Aiming the Mars.]]&lt;br /&gt;
[[File:BF1_mars_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
A [[Mauser C96]] is available as one of the Medic class's sidearms. It is relatively weak at a 4 shot kill at close range but can be fired relatively quickly. A known reload bug plays when using the weapon as it will sometimes load rounds one at a time when completely empty instead of loading a stripper clip while other times the weapon will be reloaded with 21 rounds, 11 more rounds than what the weapon can possibly hold. A version of the weapon available only to the DICE developers is the &amp;quot;Export&amp;quot; variant.&lt;br /&gt;
&lt;br /&gt;
For 100% completion of the campaign &amp;quot;Through Mud and Blood&amp;quot; the player will be awarded &amp;quot;His Lordship&amp;quot;, a skin for the Mauser C96 that is usable in Multiplayer. &lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|300px|Pre-war Mauser C96 &amp;quot;Broomhandle&amp;quot; Commercial Version - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:BF1 C96 Idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:BF1 C96 ADS.jpg|thumb|none|600px|Aiming Down sights]]&lt;br /&gt;
[[File:BF1 C96 recoil.jpg|thumb|none|600px|Mid-recoil. Note the spent casing ejecting from the gun]]&lt;br /&gt;
[[File:C96 empty reload.jpg|thumb|none|600px|Empty reload]]&lt;br /&gt;
[[File:BF1 C96 mid-reload.jpg|thumb|none|600px|Mid-reload, loading one round at a time.]]&lt;br /&gt;
[[File:His Lordship.jpg|thumb|none|600px|&amp;quot;His Lordship&amp;quot; skin granted for 100% completion of &amp;quot;Through Mud and Blood&amp;quot;.]]&lt;br /&gt;
[[FIle:BF1 C96suppressor.jpg|thumb|none|600px|Anzac runner Frederick Bishop overlooks the Dardanelles with a Maxim Silencer-equipped C96. It is also modeled with the C96 Carbine's 20-round magazine, but appears to only load 10.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Carbine==&lt;br /&gt;
A carbine [[Mauser C96]] is the main weapon for the Pilot and Tanker classes where it is the default primary weapon. Oddly, the weapon has a 20-round fixed magazine; while these did exist, they weren't ever recorded as being put into carbines. Despite being a Carbine it inflicts identical damage to the regular C96 at 4 shots and only has a slightly higher muzzle velocity. &lt;br /&gt;
[[File:C96carbine.jpg|thumb|none|500px|Mauser C96 Carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:BF1 C96Carbine menu.jpg|thumb|none|600px|Mauser C96 Carbine in the customize menu.]]&lt;br /&gt;
[[File:BF1 C96Carbine1.jpg|thumb|none|600px|A German pilot holds the Mauser C96 Carbine.]]&lt;br /&gt;
[[File:BF1 C96Carbine2.jpg|thumb|none|600px|Aiming the pistol carbine.]]&lt;br /&gt;
[[File:BF1 C96Carbine3.jpg|thumb|none|600px|Reloading a 10 stripper clip.]]&lt;br /&gt;
[[FIle:BF1 C96Carbinescope.jpg|thumb|none|600px|Danny Edwards holds a unique scoped Mauser C96 carbine found in the level ''Fog of War.'']]&lt;br /&gt;
&lt;br /&gt;
==Mauser Pocket Pistol 1914==&lt;br /&gt;
The [[1914 Mauser Pocket Pistol]] is available as one of the Medic class's sidearms as the &amp;quot;Taschenpistole M1914&amp;quot; (which is German for &amp;quot;pocket pistol&amp;quot;). It is a faster firing pistol at 450 RPM, but like other pistols in the same role is relatively weak, killing in 4 shots. &lt;br /&gt;
[[File:1914MauserPocket.jpg|thumb|none|300px|1914 Mauser Pocket Pistol - 7.65x17mmSR]]&lt;br /&gt;
[[File:BF1_taschen1.jpg|thumb|none|600px|A German medic holds the Mauser ''Taschenpistole M1914''.]]&lt;br /&gt;
[[File:BF1_taschen2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1_taschen3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M1912==&lt;br /&gt;
The [[Steyr M1912]] appears as a Support-exclusive sidearm. When performing a non-empty reload, the player character correctly opens the action and presses a button that dumps all remaining rounds from the gun, then loads it with a stripper clip. When empty, the gun simply locks open like most pistols and is then loaded with the clip, making an empty reload much faster. Considering Support has access to infinite ammo, it's likely a good idea to empty the pistol whenever using it. It should also be noted that the gun actually ejects the correct amount of remaining rounds, ranging from one to seven. It is relatively weak, killing in 4 shots with an moderatly fast rate of fire at 360 RPM.&lt;br /&gt;
[[Image:SteyerHahn1913Pistol.jpg|thumb|none|300px|Steyr Hahn Model 1912 (1913 mfg) - 9x23mm Steyr]]&lt;br /&gt;
[[File:BF1_steyr1912_1.jpg|thumb|none|600px|Holding the Steyr M1912.]]&lt;br /&gt;
[[File:BF1_steyr1912_2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1M1912open.jpg|thumb|none|600px|Pulling the slide back during a mid-magazine reload.]]&lt;br /&gt;
[[File:BF1M1912ejecting.jpg|thumb|none|600px|Letting some happy little 9x23mm Steyr rounds go free.]]&lt;br /&gt;
[[File:BF1M1912clip.jpg|thumb|none|600px|Inserting an 8-round stripper clip.]]&lt;br /&gt;
[[File:BF1_steyr1912_3.jpg|thumb|none|600px|Thumbing in the cartridges.]]&lt;br /&gt;
[[File:BF1M1912releasing.jpg|thumb|none|600px|All rounds loaded, the character prepares to yank out the clip to release the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Webley &amp;amp; Scott No. 1 Mk. III* Signal Pistol==&lt;br /&gt;
The Scout class can use a [[Webley &amp;amp; Scott Signal Pistols|Webley &amp;amp; Scott No. 1 Mk. III* Signal Pistol]], firing flares that either spot enemies close to them or blind any observers (a bit like a flashbang, but with a bit longer &amp;quot;flash&amp;quot;, and no &amp;quot;bang&amp;quot;), but set enemies on fire on direct hit in either case. In other cases it's very common for users to light themsleves on fire when the flare is fired in close proximity and enemies who run over the flare will take additional fire damage for a short duration. Notably, the weapon is never seen ejecting any casings; the rounds behave as though they were caseless.&lt;br /&gt;
&lt;br /&gt;
[[Image:Webley Signal Pistol.JPG|thumb|none|300px|Webley &amp;amp; Scott No. 1 Mk. III* Signal Pistol - 1 inch - brass frame and barrel]]&lt;br /&gt;
[[Image:BF1-Flaregun-1.jpg|thumb|none|600px|A German pilot holds the Webley &amp;amp; Scott Flare gun.]]&lt;br /&gt;
[[Image:BF1-Flaregun-2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Bodeo M1889==&lt;br /&gt;
The [[Bodeo M1889]] is available for Scout class at rank 2. A reasonably powerful 2 shot kill at close range however damage drops off sharply at longer distances to the point it will require all 6 rounds to kill a soldier at max range. It is painfully slow to reload as it reloads via a reloading gate, removing spent cartridges one at a time and inserting new ones. Although it is also reloaded in what seems to be a rather unsafe manner (pulling the trigger to rotate the cylinder after each round is inserted), this is how the Bodeo is supposed to function; with the loading gate open, the hammer is disconnected from the trigger, allowing this faster method of reloading compared to other gate-loaded revolvers. It is however a moderately fast revolver in comparison to revolvers in other classes. &lt;br /&gt;
[[File:Bodeo.jpg|thumb|none|300px|Bodeo Model 1889 Type II - 10.4x22mm Italian]]&lt;br /&gt;
[[File:BF1_bodeo_1.jpg|thumb|none|600px|A Scout holds the Bodeo revolver.]]&lt;br /&gt;
[[File:BF1_bodeo_2.jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:BF1_bodeo_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Gasser M1870==&lt;br /&gt;
The Austrian [[Gasser Revolvers|Gasser M1870]] revolver is available and is exclusive to the Assault Class. It is likely the 11.25x36mmR model, as the description states it was favoured by Austrian Stormtroopers. It fires single action only, is a pain to reload due to its loading gate system, and is, unlike the other revolvers, a very reliable two hit kill weapon at medium distances.&lt;br /&gt;
[[Image:Gasser_M1870s.jpg|thumb|none|350px|Gasser M1870 Montenegrin second model - 11.25x36mmR Gasser]]&lt;br /&gt;
[[File:BF1 Grasser idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:BF1 Grasser ADS.jpg|thumb|none|600px|Aiming down sights]]&lt;br /&gt;
[[File:BF1 Grasser reload.jpg|thumb|none|600px|Reloading, each round is loaded one by one]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson New Model No.3==&lt;br /&gt;
The [[Smith &amp;amp; Wesson New Model No.3]] is available, simply called &amp;quot;No.3 Revolver&amp;quot;. It lacks the trigger guard spur of the Russian Model and according to the in-game stats is chambered in .44 American. It can be used by all classes but must be unlocked by getting Rank 10 with Assault. Like other Revolvers it is somewhat powerful at close range killing about 2 shots but damage drops off sharply at long range. It is one of the two only top break revolvers in the game offering a much faster reload in comparison to other revolvers. &lt;br /&gt;
[[File:NBV49-T-F2-H.jpg|thumb|none|350px|Smith &amp;amp; Wesson New Model No.3 Target - .44 S&amp;amp;W American]]&lt;br /&gt;
[[File:BF1_smith1.jpg|thumb|none|600px|Holding the revolver.]]&lt;br /&gt;
[[File:BF1_smith2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_smith3.jpg|thumb|none|600px|Reloading]]&lt;br /&gt;
&lt;br /&gt;
==Webley-Fosbery Auto Revolver==&lt;br /&gt;
The [[Webley-Fosbery Automatic Revolver]] is shown being used by several tank crewman during the campaign mission &amp;quot;Through Mud and Blood&amp;quot;. In-game, it is one of the Medic class's sidearms when it offers a high damage 2 shot kill at close range with damage dropping sharply at longer ranges with a faster reload in comparison to other revolvers. Called the &amp;quot;Auto Revolver&amp;quot;- which is more or less correct, but not terribly specific; an auto-revolver is a type of weapon (albeit with very few of the sort existing), not an individual one. Like the S&amp;amp;W No.3 Revolver it is one of two revolvers that reload via a top break system.&lt;br /&gt;
&lt;br /&gt;
For 100% completion of the campaign &amp;quot;Friends in High Places&amp;quot; the player will be awarded &amp;quot;Straight Flush&amp;quot;, a skin for the Auto Revolver that is usable in Multiplayer. &lt;br /&gt;
[[File:Webley-Fosbery.jpg|thumb|none|300px|Webley-Fosbery Auto Revolver - .455 Webley]]&lt;br /&gt;
[[File:BF1 Auto Revolver idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:BF1 Auto Revolver ADS.jpg|thumb|none|600px|Aiming down sights]]&lt;br /&gt;
[[File:BF1 Auto Revolver recoil.jpg|thumb|none|600px|Mid-recoil. As seen here, the top frame recoils, turning the cylinder to the next chamber. Note the grooves in the cylinder, which helped rotate it to the next round]]&lt;br /&gt;
[[File:BF1 Auto Revolver reload.jpg|thumb|none|600px|Reload. Note the spent .455 casings ejecting out of the cylinder.]]&lt;br /&gt;
[[File:Straight Flush.jpg|thumb|none|600px|&amp;quot;Straight Flush&amp;quot; skin granted for 100% completion of &amp;quot;Friends in High Places&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Bulldog==&lt;br /&gt;
A [[Webley Bulldog]] revolver is available as one of the Support class's sidearms. Like other revolvers it is a 2 shot weapon at close range and is the fastest firing of the Revolver class at 257 RPM (in comparison to the Auto Revolver which has 225 RPM) but damage drops off sharply at longer ranges to counter its fast rate of fire. The weapon reloads via a loading gate, ejecting and inserting new rounds one at a time. &lt;br /&gt;
[[File:WebleyBulldog.jpg|thumb|none|300px|Webley BullDog - .45 caliber - 1870s. Note that the one in-game is a later model, and has an unfluted cylinder]]&lt;br /&gt;
[[File:BF1 Bulldog Idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:Bulldog ADS.jpg|thumb|none|600px|Aiming down sights]]&lt;br /&gt;
[[File:BF1 Bulldog reload.jpg|thumb|none|600px|Reloading, similar to the Gasser 1870]]&lt;br /&gt;
[[File:BF1Bulldogejecting.jpg|thumb|none|600px|Another frame of the reload; tapping the ejector rod.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta M1918==&lt;br /&gt;
The [[Beretta M1918]] submachine gun is available for the Assault class at rank 2. Presumably due to the continued existence of Beretta's name trademark, in the pre-alpha multiplayer gameplay footage it is called the &amp;quot;Automatico M1918.&amp;quot; It has the fastest ROF of the Assault SMG's at 900 RPM but is offset with a magazine size of 25 rounds and very poor damage drop off. Three variants exist for the weapon with pre-allocated attachments, &amp;quot;Factory&amp;quot;, &amp;quot;Trench&amp;quot; and &amp;quot;Storm&amp;quot;.&lt;br /&gt;
[[File:Beretta 1918.jpg|thumb|none|450px|Beretta M1918 submachine gun with folding spike bayonet - 9mm Glisenti]]&lt;br /&gt;
[[File:Bf1-m1918_1.jpg|thumb|none|600px|British soldier holds the submachine gun.]]&lt;br /&gt;
[[File:Bf1-m1918_2.jpg|thumb|none|600px|View down the  M1918's default iron sights.]]&lt;br /&gt;
[[File:BF1Automaticoaltads.jpg|thumb|none|600px|Aiming with the alternative peep hole rear sight.]]&lt;br /&gt;
[[File:BF1Automaticoreload.jpg|thumb|none|600px|Removing a spent magazine.]]&lt;br /&gt;
[[File:Bf1-m1918_3.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF1Automaticocharging.jpg|thumb|none|600px|Rechambering the Automatico.]]&lt;br /&gt;
&lt;br /&gt;
==Bergmann MP18==&lt;br /&gt;
The [[Bergmann MP18]] is the first submachine gun available for the Assault class. It is the slowest firing SMG at 500 RPM but offers good accuracy over short to medium distances even from the hip. Three variants are available &amp;quot;Trench&amp;quot;, &amp;quot;Optical&amp;quot; and &amp;quot;Experimental&amp;quot;. The &amp;quot;Experimental&amp;quot; variant locks the weapon to three round burst and gives substantially greater long range accuracy. The &amp;quot;Factory&amp;quot; variant is available in the single player.&lt;br /&gt;
[[File:MP18.JPG|thumb|none|450px|Bergmann MP18 with 32 round ''Trommelmagazin 08'' - 9x19mm]]&lt;br /&gt;
[[File:bf1 c96 1.jpg|thumb|none|600px|A soldier with a Mauser C96, a Bergmann MP18, a [http://scrapironflotilla.tumblr.com/post/98780640376/scrapironflotilla-a-variety-of-first-world-war trench raiding club], and a rather displeased facial expression.]]&lt;br /&gt;
[[File:Bf1-mp18.jpg|thumb|none|600px|A soldier wields a MP18 with a 32-round snail drum magazine and a spike bayonet. The MP18 was never actually fitted with a folding bayonet in real life, so this is probably treated as an &amp;quot;accessory&amp;quot; for multiple weapons in the game.]]&lt;br /&gt;
[[File:Bf1-mp18_2.jpg|thumb|none|600px|Aiming the MP18.]]&lt;br /&gt;
[[File:Bf1-mp18_3.jpg|thumb|none|600px|Reloading the submachine gun.]]&lt;br /&gt;
[[File:BF1MP18reload.jpg|thumb|none|600px|Inserting a new snail-drum magazine into the &amp;quot;Experimental&amp;quot; variant, with an added camouflage skin.]]&lt;br /&gt;
[[File:BF1MP18charging.jpg|thumb|none|600px|Pulling the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Standschütze Hellriegel 1915==&lt;br /&gt;
The [[Standschütze Hellriegel 1915]] Heavy Sub-Machine Gun appears in the Gamescom Trailer. Ingame, it is the Assault class's Level 10 unlock, and holds 60 rounds in the drum magazine. Only one variant is available which is the &amp;quot;Factory&amp;quot; variant.&lt;br /&gt;
[[File:Standschütze Hellriegel 1915.jpg|thumb|none|450px|Standschütze Hellriegel 1915 heavy submachine gun - 9mm Steyr]]&lt;br /&gt;
[[File:BF1 Gamescom Trailer Standschutzle Hellriegel 1915.jpg|thumb|none|600px|Holding the submachinegun.]]&lt;br /&gt;
[[File:Bf1-hell_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Bf1-hell_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Villar-Perosa M1915==&lt;br /&gt;
A version of the [[Villar-Perosa M1915 SMG]] is available. It is the weapon of the Sentry Elite Class in the Italian Maps (Monte Grappa and Empire's Edge, including the campaign mission Avanti Savoia.) and can be picked up from crates spread around the maps. It is in similar style to the Bapty &amp;amp; Co. mock up made for the 1987 film [[The Sicilian]], with a Bren front grip, and an MG42 grip and trigger group. It has a smaller magazine than the MG08/15 at 50 rounds (both guns loaded), but its blazing rate of fire of 1800 rounds per minute makes it a shredder at close range.&lt;br /&gt;
[[File:Fake Villar Perosa from The Sicilian.jpg |thumb|none|450px|Fake Villar Persoa SMG used in the Sicilian. Photo from [http://www.longmountain.com/just-for-fun/movie-guns/TheSicilian/ Long Mountain Outfitters] web site ]]&lt;br /&gt;
[[File:BF1 Villar Perosa0.jpg|thumb|none|600px|The Villar-Perosa lies in a weapon cage.]]&lt;br /&gt;
[[File:BF1 Villar Perosa1.jpg|thumb|none|600px|An Italian soldier holds the Villar-Perosa M1915.]]&lt;br /&gt;
[[File:BF1 Villar Perosa2.jpg|thumb|none|600px|Holding the submachine gun.]]&lt;br /&gt;
[[File:BF1 Villar Perosa.jpg|thumb|none|600px|The Villar Perosa in action. Note the 25 round capacity: while the capacity is actually 50 rounds, the ammo indicator shows the number of times the weapon can be fired since both barrels use the same trigger.]]&lt;br /&gt;
[[File:BF1 Villar Perosa3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 Trench Gun]] is one of the available shotguns for the Assault class under the name &amp;quot;M97 Trench Gun.&amp;quot; It correctly holds 5 rounds in the tube magazine and is also capable of being &amp;quot;slam-fired&amp;quot; in-game, just like in real life. However, unlike in previous ''Battlefield'' games, the player is unable to load a round in the chamber, unlike on the Browning Auto-5. This was most likely done for balancing purposes. Four variants exist in Multiplayer, these being &amp;quot;Hunter&amp;quot;, &amp;quot;Backbored&amp;quot;, &amp;quot;Sweeper&amp;quot; and &amp;quot;Hellfighter&amp;quot;. The &amp;quot;Hellfighter&amp;quot; is only a cosmetic pre-order bonus apart of the Early Enlister and Deluxe edition copies of the game; statistically it is indentical to the M97 Hunter variant.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:bf1 colt trenchgun.jpg|thumb|none|500px|A special version of the Winchester Trench Gun as part of a promotional picture.]]&lt;br /&gt;
[[File:BF1_Winch_trench_1.jpg|thumb|none|600px|An Assault Gunner holds the Hellfighter Winchester Model 1897.]]&lt;br /&gt;
[[File:BF1_Winch_trench_2.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BF1_Winch_trench_3.jpg|thumb|none|600px|Reloading a round.]]&lt;br /&gt;
[[File:BF1M1897pumping.jpg|thumb|none|600px|Pumping an alternately-skinned M97 &amp;quot;Hunter&amp;quot;, with a ribbed barrel.]]&lt;br /&gt;
[[File:M97TrenchGunBF1.jpg|thumb|none|600px|The &amp;quot;Backbored&amp;quot; variant of the Winchester M1897 Trench Gun in game.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 10A==&lt;br /&gt;
The [[Remington Model 10|Remington Model 10A]] is the first shotgun unlocked for the Assault class and is referred as the &amp;quot;Model 10-A&amp;quot;. It differs from the [[Winchester Model 1897]] for having a longer barrel of 23 inches, rather than 20 inches on the Model '97. It has a correct 6-round tube capacity in the game and unlike the M97 cannot be slam fired. Three variants are available in-game, &amp;quot;Factory&amp;quot;, &amp;quot;Slug&amp;quot; (Formerly called &amp;quot;Heavy&amp;quot; in the Beta) and &amp;quot;Hunter&amp;quot;. &lt;br /&gt;
[[Image:Remington Model 10Anoheatshield.jpg|thumb|500px|none|World War I era Remington Model 10A &amp;quot;Trench Gun&amp;quot;]]&lt;br /&gt;
[[File:BF1_remington_trench_1.jpg|thumb|none|600px|The Model 10A shotgun lies in a weapon crate.]]&lt;br /&gt;
[[File:BF1_remington_trench_2.jpg|thumb|none|600px|An Assault Gunner holds the shotgun.]]&lt;br /&gt;
[[File:BF1_remington_trench_3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_remington_trench_4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Model10ABF1.jpg|thumb|none|600px|Reloading on the &amp;quot;Slug&amp;quot; variant of the Model 10A. Note the experimental dot sight on it; this &lt;br /&gt;
kind of sight was only tested by the British in small quantities and only on the Lee-Enfield rifles of the era.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] is one of the available shotguns for the Assault class. In-game it is known as the &amp;quot;12G Automatic&amp;quot;. Unlike the two other shotguns, the player character loads an extra round in the chamber; this was most likely done for balancing purposes. Three variant exist which are &amp;quot;Backbored&amp;quot;, &amp;quot;Hunter&amp;quot;, and &amp;quot;Extended&amp;quot;. The &amp;quot;Extended&amp;quot; model increases the magazine capacity from 5 rounds to 7, making it the highest capacity shotgun in the game. &lt;br /&gt;
[[File:RemingtonRiot11.jpg|thumb|none|500px|Browning Auto-5/Remington Model 11 in Riot Gun configuration - 12 gauge]]&lt;br /&gt;
[[File:Auto5BF1_1.jpg|thumb|none|600px|The Browning Auto-5 in-game.]]&lt;br /&gt;
[[File:Auto5BF1_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1A5chamberloading.jpg|thumb|none|600px|Dropping a brass-cased 12-gauge shell into the A5.]]&lt;br /&gt;
[[File:Auto5BF1_3.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF1A5reload.jpg|thumb|none|600px|Topping the tube magazine off with more shells.]]&lt;br /&gt;
[[File:Auto5BF1.jpg|thumb|none|600px|The &amp;quot;Extended&amp;quot; variant of the Browning Auto-5 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Sawn-Off Double Barreled Shotgun==&lt;br /&gt;
The Tank Hunter Elite Class is armed with a [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawn-Off Double Barreled Shotgun]] as his sidearm. The same shotgun can be unlocked as a primary weapon for the Pilot and Tanker classes by reaching Rank 10 with the Tanker class. Additionally, an option allows a player to equip other Elite Classes (such as the Sentry and Flamethrower) with the Sawn Off Shotgun as a secondary when unlocked. &lt;br /&gt;
[[File:Remington_SBS.jpg|thumb|none|400px|Remington Spartan Sawn-Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:Shot (1).jpg|thumb|none|600px|The Tank Hunter holds the Sawn-Off Double Barreled Shotgun.]]&lt;br /&gt;
[[File:BF1_sawnoff_2.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BF1_sawnoff_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren Inertial==&lt;br /&gt;
The [[Sjögren]] Semi-Automatic Shotgun was confirmed by the developers to be in the &amp;quot;They Shall Not Pass&amp;quot; DLC and was seen in a teaser image.&lt;br /&gt;
[[File:Sjogren Intertia.jpg|thumb|none|400px|Sjögren Inertial - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Cei-Rigotti==&lt;br /&gt;
The [[Cei-Rigotti]], an obscure Italian select-fire rifle with a production run of around 100, is the first rifle available for the Medic class. It comes in three variants: &amp;quot;Factory&amp;quot;, &amp;quot;Trench&amp;quot;, and &amp;quot;Optical.&amp;quot; Tests say the weapon fired around 900 RPM in real life, but is capped at a much slower 299 RPM.&lt;br /&gt;
&lt;br /&gt;
For 100% completion of the campaign &amp;quot;Avanti Savoia&amp;quot; the player will be awarded &amp;quot;Fiamme Verdi&amp;quot;, a skin for the Cei-Rigotti that is usable in Multiplayer.&lt;br /&gt;
[[File:Cei-rigotti.jpg|thumb|none|500px|Cei-Rigotti - 6.5×52mm Mannlicher]]&lt;br /&gt;
[[File:Bf1-ceirigotti.jpg|thumb|none|600px|A German soldier holds the Cei-Rigotti rifle.]]&lt;br /&gt;
[[File:Bf1-ceirigotti2.jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:BF1_Ceirigottireloa.jpg|thumb|none|600px|A German soldier reloading the Cei-Rigotti with a stripper clip.]]&lt;br /&gt;
[[File: BF1 Ceirigotti.jpg|thumb|none|600px|A German soldier holding a Cei-Rigotti with the experimental British Lee-Enfield dot sight that appears on other weapons.]]&lt;br /&gt;
[[File:Fiamme Verdi.jpg|thumb|none|600px|&amp;quot;Fiamme Verdi&amp;quot; skin granted for 100% completion of &amp;quot;Avanti Savoia&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Ribeyrolles 1918==&lt;br /&gt;
The [[Chauchat-Ribeyrolles 1918 Automatic Carbine]] is avalible in the &amp;quot;They Shall Not Pass&amp;quot; DLC. Even though technically a rifle, it is classified with the SMGs in game (to be fair, the distinction wasn't as clear during WW1, as the term &amp;quot;submachine gun&amp;quot; didn't actually exist until 1919). By default, the weapon comes with a bipod (the only weapon in the Assault class with one), and is the best Assault-class automatic weapon at range, at the cost of having the MP18's low rate of fire mixed with the M1918's low capacity of 25 rounds.&lt;br /&gt;
[[File:Ribeyrolle1918.jpg|thumb|none|600px|Ribeyrolles 1918 Carbine- 8x35mm Ribeyrolles]]&lt;br /&gt;
&lt;br /&gt;
==Lebel Mle 1886==&lt;br /&gt;
The [[Lebel Mle 1886]] Rifle appears in the &amp;quot;They Shall Not Pass&amp;quot; DLC, having both &amp;quot;Sniper&amp;quot; and &amp;quot;Infantry&amp;quot; variants.&lt;br /&gt;
[[Image:Modele1886Lebel.jpg|thumb|500px|none|Lebel Model 1886 - 8x50mm]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk.III*==&lt;br /&gt;
The [[Lee-Enfield No.1 Mk.III*]] rifle is available for the Scout class and is the standard issue rifle for the British faction in the 'Back to Basics&amp;quot; game-mode. It comes in three variants: &amp;quot;Infantry&amp;quot;, &amp;quot;Carbine;&amp;quot;, and &amp;quot;Marksman.&amp;quot;&lt;br /&gt;
[[File:SMLE.jpg|thumb|none|500px|Lee-Enfield No.1 Mk.III* - .303 British. This was the main battle rifle of British and Commonwealth forces during the First World War.]]&lt;br /&gt;
[[File:bf1 smle 1.jpg|thumb|none|600px|British soldiers in trenches with Lee-Enfield No.1 Mk.III* rifles.]]&lt;br /&gt;
[[File:bf1 smle 2.jpg|thumb|none|600px|A British Scout holds the SMLE.]]&lt;br /&gt;
[[File:bf1 smle 3.jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:bf1 smle 4.jpg|thumb|none|600px|Reloading the weapon with a 5-round stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
===Lee Enfield Carbine===&lt;br /&gt;
A short version of the SMLE is also available with an experimental dot sight. This carbine seems to be a mix of the No.1 Mk.III* and a post war No.1 Mk. V carbine.&lt;br /&gt;
[[File:BF1 Smle.jpg|thumb|none|600px|A Soldier holding a Lee-Enfield No.1 Mk.III* carbine with experimental dot sight, originally designed for the Lee-Enfield but is a universal attachment for other weapons in the game. This kind of sight was only tested by the British in small quantities and only on the Lee-Enfield rifles of the era.]]&lt;br /&gt;
[[File:BF1 Smlecar.jpg|thumb|none|600px|Aiming the SMLE Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Luger Selbstlader Model 1906==&lt;br /&gt;
The prototype ''Luger Selbstlader Model 1906'' toggle-action self-loading rifle is available for the Medic at rank 10. The magazine contains 5 rounds and it has almost the same characteristics as the Mauser Selbstlader M1916 rifle. It is only available in the &amp;quot;Factory&amp;quot; variant.&lt;br /&gt;
[[File:Luger Rifle 1906.jpg|thumb|none|500px|Luger Rifle M1906 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:bf1 lugerselbst_0.jpg|thumb|none|600px|The world model of the Luger Rifle.]]&lt;br /&gt;
[[File:bf1 lugerselbst_1.jpg|thumb|none|600px|A German medic holds the Selbstlader 1906.]]&lt;br /&gt;
[[File:bf1 lugerselbst_2.jpg|thumb|none|600px|Aiming the Luger rifle.]]&lt;br /&gt;
[[File:bf1 lugerselbst_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Martini-Henry==&lt;br /&gt;
The [[Martini-Henry]] is avalible for the Scout class in the game. It boasts itself as the highest damaging sniper rifle but only holds a single round. Additionally, it has the longest &amp;quot;sweet spot&amp;quot; of any sniper rifle; this is the range in which the weapon will be able to score 1-shot kills to an enemy's torso.  As a drawback, only an Infantry variant is available. In the &amp;quot;Back to Basics&amp;quot; custom game-mode, the Martini-Henry is the standard rifle for the Ottoman Empire.&lt;br /&gt;
[[Image:Martini-HenryMarkI(1871-1876).jpg|thumb|none|500px|Martini-Henry Mk. I (1871-1876) - .577-.450 caliber]]&lt;br /&gt;
[[File:bf1 martini1.jpg|thumb|none|600px|A sniper holds the rifle.]]&lt;br /&gt;
[[File:bf1 martini2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:bf1 martini3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser 1918 T-Gewehr==&lt;br /&gt;
The [[Mauser 1918 T-Gewehr]] can also be seen in the trailer and a Promotional picture. It is exclusive to the Tank Hunter battle pickup class, and is capable of dealing terrifying amounts of damage to vehicles and infantry alike, at the cost of a 1-shot capacity, a slow reload, and the rather understandable inability to use the weapon without the bipod deployed.&lt;br /&gt;
[[File:Tankgewehr1918.jpg|thumb|none|500px|Mauser 1918 T-Gewehr Anti-Tank Rifle - 13.2mm TuF]]&lt;br /&gt;
[[File:bf1 t1918 1.jpg|thumb|none|600px|A soldier charging with a Mauser 1918 T-Gewehr.]]&lt;br /&gt;
[[File:bf1 t1918 11.jpg|thumb|none|600px|A T-Gewehr in a weapon box.]]&lt;br /&gt;
[[File:bf1 t1918 2.jpg|thumb|none|600px|Aiming the T-Gewehr.]]&lt;br /&gt;
[[File:bf1 t1918 3.jpg|thumb|none|600px|The T-Gewehr placed on a wall.]]&lt;br /&gt;
[[File:bf1 t1918 4.jpg|thumb|none|600px|Reloading a 13.2mm cartridge.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] is available for the Scout class. In &amp;quot;The Runner&amp;quot; campaign Ottoman soldiers use this rifles instead of accurate 1893 and [[Mauser_Rifle_Series#1903_Turkish_Mauser|1903 Mauser]] rifles. The ''Gewehr 98'' was delivered to the Ottomans only towards the end of the war, so the appearance of them in the &amp;quot;Nothing is Written&amp;quot; missions is correct. It comes in the &amp;quot;Infantry&amp;quot;, &amp;quot;Marksman&amp;quot;, and &amp;quot;Sniper&amp;quot; variants. It is also the standard issue rifle for the German Empire in &amp;quot;Back to Basics.&amp;quot;&lt;br /&gt;
[[File:Mauser g98.jpg|thumb|none|500px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:bf1 g98 1.jpg|thumb|none|600px|A Scout holds the Gewehr 1898.]]&lt;br /&gt;
[[File:bf1 g98 2.jpg|thumb|none|600px|Aiming the ''Lange Visier''.]]&lt;br /&gt;
[[File:bf1 g98 3.jpg|thumb|none|600px|Reloading a 5-round stripper clip.]]&lt;br /&gt;
[[File:Bf1-1989.jpg|thumb|none|600px|A Gewehr 1898 with a scope and a bipod in multiplayer footage.]]&lt;br /&gt;
[[Image:BF1-Gewehr1898.jpg|thumb|none|600px|Footage from the multiplayer pre-alpha preview of a Gewehr 1898 fitted with a bayonet and Warner &amp;amp; Swasey Model 1913 Prismatic Musket Scope, a 5.2x magnifier developed for the Springfield M1903.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Selbstlader M1916==&lt;br /&gt;
The [[Mauser Selbstlader M1916]] appears as a primary weapon for the Medic class. It holds 25+1 rounds in the magazine and comes in the &amp;quot;Factory,&amp;quot; &amp;quot;Optical,&amp;quot; and &amp;quot;Marksman&amp;quot; variants.&lt;br /&gt;
[[Image:Mauser1916Selbstlader.jpg|thumb|none|500px|Mauser Selbstlader M1916 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1.jpg|thumb|none|600px|A German Soldier holding a Selbstlader with a bayonet.]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1_1.jpg|thumb|none|600px|Aiming the Selbstlader.]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1_3.jpg|thumb|none|600px|Reloading the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Mondragón Modelo 1908==&lt;br /&gt;
The [[Mondragón Rifle|Mondragón Modelo 1908]] is available for the Medic class. It is only self-loading rifle to not have a &amp;quot;Factory&amp;quot; variant, instead it has the &amp;quot;Storm,&amp;quot; &amp;quot;Optical,&amp;quot; &amp;quot;and &amp;quot;Sniper.&amp;quot; In the E3 2016 Trailer, a German soldier is seen with the ''Flieger-Selbstlade-Karabiner Modell 15'' equipped with a 30-round drum magazine, but in the final game only the default 10-round magazine is available.&lt;br /&gt;
[[File:Mondragón rifle.jpg|thumb|none|500px|Mondragón Modelo 1908 semi-automatic rifle - 7x57mm Spanish Mauser]]&lt;br /&gt;
[[File:bf1-mondragon1.jpg|thumb|none|600px|A German soldier with the Mondragón rifle.]]&lt;br /&gt;
[[File:bf1-mondragon.jpg|thumb|none|600px|Aiming the Mondragón.]]&lt;br /&gt;
[[File:bf1-mondragon2.jpg|thumb|none|600px|Reloading a 5 round stripper clip.]]&lt;br /&gt;
[[File:BF1_Mondragon1.jpg|thumb|none|600px|A soldier holding a Mondragón with a scope.]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
The [[Pieper Revolving Carbine]] is an available primary weapon for the Pilot and Tank driver classes.&lt;br /&gt;
[[File:Pieper Revolving Rifle.JPG|thumb|none|500px|Pieper Revolving Rifle - 8mm Pieper]]&lt;br /&gt;
[[File:BF1 Pieper Idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:BF1 Pieper ADS.jpg|thumb|none|600px|Aim down sights]]&lt;br /&gt;
[[File:BF1 Pieper reload.jpg|thumb|none|600px|Reload]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 8==&lt;br /&gt;
The [[Remington Model 8]] appears as the ''Autoloading 8.&amp;quot; ''Two of the variants are chambered in .35 Remington, the &amp;quot;Factory&amp;quot; and &amp;quot;Marksman&amp;quot; variants; the third variant , &amp;quot;Extended&amp;quot;, comes equipped with a wooden foregrip and an extended magazine having a 15+1 capacity, chambered in .25 Remington. An easter-egg exists where the weapon is reloaded in a similar fashion to the [[Battlefield 4#AN-94|Battlefield 4]] [[AN-94]].''&lt;br /&gt;
[[File:Remington_model_8.jpg‎|thumb|none|500px|Remington Model 8 - .30 Remington]]&lt;br /&gt;
[[File:Bf1 auto5.jpg|thumb|none|600px|The Remington Model 8 in-game.]]&lt;br /&gt;
[[File:Bf1 re8_2.jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:Bf1 re8_3.jpg|thumb|none|600px|Stripping a 5-round clip of .35 Remington into the rifle.]]&lt;br /&gt;
[[File:BF1Model8chambering.jpg|thumb|none|600px|Releasing the bolt on the &amp;quot;Marksman&amp;quot; Model 8.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Public Enemy Remington.jpg|thumb|none|500px|Remington Model 8 with detachable magazine - .25 Remington]]&lt;br /&gt;
[[File:BF1Model8reload.jpg|thumb|none|600px|Removing the magazine on the .25 Remington version.]]&lt;br /&gt;
[[File:BF1Model8reload2.jpg|thumb|none|600px|Inserting a new one, &amp;quot;tacticool&amp;quot; style from the easter-egg animation.]]&lt;br /&gt;
[[File:BF1Model8chambering2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==R.S.C. Mle 1917==&lt;br /&gt;
The [[Lebel_1886#R.S.C._Mle_1917|R.S.C. Mle 1917]] semi-automatic Rifle appears in the &amp;quot;They Shall Not Pass&amp;quot; DLC. It is one of the slowest-firing Medic rifles, but also has the highest damage model of any of the Medic's rifles, being capable of landing 2-shot kills in certain circumstances.&lt;br /&gt;
[[Image:R.S.C. Model 1917.jpg|thumb|500px|none|R.S.C. Model 1917 - 8x50mmR]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903 Mk 1==&lt;br /&gt;
The [[M1903 Springfield|Springfield M1903 Mk 1]] is one of the available rifles for the scout class. The M1903 is the only bolt action rifle to not feature an &amp;quot;Infantry&amp;quot; variant in game, only having a &amp;quot;Sniper,&amp;quot; &amp;quot;Marksman,&amp;quot; and &amp;quot;Experimental&amp;quot; variants, with the latter being fitted with the Pedersen Device. The &amp;quot;Infantry&amp;quot; version of the weapon appears in the single-player campaign intro, and is available to the American faction in the &amp;quot;Back to Basics&amp;quot; gamemode (added December 16th, 2016).&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|500px|Springfield M1903 Mk 1 - .30-06]]&lt;br /&gt;
[[File:BF1 M1903 Idle.jpg|thumb|none|600px|Idle. Note that the user is holding the attached monopod like a foregrip]]&lt;br /&gt;
[[File:BF1 M1903 scope.jpg|thumb|none|600px|Aiming down the Warner &amp;amp; Swasey Scope, which was issued to several Springfield M1903s during WWI]]&lt;br /&gt;
[[File:BF1 M1903 empty reload.jpg|thumb|none|600px|Empty reload]]&lt;br /&gt;
[[File:BF1 M1903 mid-reload.jpg|thumb|none|600px|mid-reload. As with all bolt action rifles, the user blocks the ejecting round with his four fingers stretched over the chamber before loading rounds individually]]&lt;br /&gt;
[[File:BF1M1903ads.jpg|thumb|none|600px|Iron sights of the Springfield.]]&lt;br /&gt;
[[File:BF1M1903Kbullet.jpg|thumb|none|600px|Reloading a K-Bullet.]]&lt;br /&gt;
&lt;br /&gt;
===Pedersen Device===&lt;br /&gt;
The [[M1903 Springfield|Springfield M1903 Mk 1]] fitted with the Pedersen Device is available in the game as a variant of the regular M1903 (M1903 Experimental). This device makes the weapon function as a semi-automatic rifle firing the experimental .30 Auto-Pistol round, which can be considered a mix between the .32 ACP and the WW2-era .30 Carbine. Production began in 1917 and it was officially adopted as ''US Automatic Pistol, Caliber .30, Model of 1918.'' However, the war ended before it saw combat usage; it would have been in use during the 1919 Spring Offensive.  If 'K' Bullets (armor-piercing rounds capable of damaging vehicles) are chosen as a gadget while using this variant, a unique animation plays when switching to 'K' Bullets, where the soldier removes the Pedersen device and replaces it with the original bolt of the 1903, turning the semi-automatic rifle into its original bolt-action form (and vice versa). It's worth noting that when using the original bolt with K-Bullets, the rifle is actually the no attachments setup that is otherwise unavailable in multiplayer, just without the ability to use standard rounds in a five-round magazine.&lt;br /&gt;
[[File:Pederson_Device.jpg|thumb|500px|none|M1903 Mk 1 Springfield fitted with the Pedersen Device - .30-18 Auto (also known as the 7.65×20mm Longue)]]&lt;br /&gt;
[[File:BF1 Pederson.jpg|thumb|none|600px|A Pedersen Device-fitted '03 Springfield rifle in the hands of an German soldier.]]&lt;br /&gt;
[[File:BF1 Pederson2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1Pedersenreload.jpg|thumb|none|600px|Removing a used magazine.]]&lt;br /&gt;
[[File:BF1Pedersonreload2.jpg|thumb|none|600px|Clicking in a new one.]]&lt;br /&gt;
[[File:BF1 Pederson3.jpg|thumb|none|600px|Preparing to charge the upper receiver.]]&lt;br /&gt;
[[File:BF1Pedersenremove.jpg|thumb|none|600px|Removing the Pedersen Device.]]&lt;br /&gt;
[[File:BF1Pedersen rechamber.jpg|thumb|none|600px|Rechambering the Pedersen after reinstalling it on the M1903.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Mannlicher M1895==&lt;br /&gt;
The [[Steyr Mannlicher M1895]] appears as a primary weapon for the Scout class. In pre-release versions of the game, the M1895 could be incorrectly reloaded with individual rounds, however, in the final release, the en-bloc clip is ejected when reloading mid-magazine (there are always five unfired rounds modeled in the clip, though). It comes in the &amp;quot;Infantry,&amp;quot; &amp;quot;Carbine,&amp;quot; and &amp;quot;Marksman&amp;quot; variants, with the iron-sight version given to the Austro-Hungarian empire in the &amp;quot;Back to Basics&amp;quot; gamemode.&lt;br /&gt;
[[Image:Mannlicher-M1895-8x50.jpg|thumb|none|500px|Steyr Mannlicher M1895 - 8x50mmR Mannlicher]]&lt;br /&gt;
[[Image:Steyrm95bf1.jpg|thumb|none|600px|German soldier holding a Steyr Mannlicher M1895.]]&lt;br /&gt;
[[Image:Steyrm95bf1_2.jpg|thumb|none|600px|Aiming the Steyr Mannlicher.]]&lt;br /&gt;
[[Image:Steyrm95bf1_3.jpg|thumb|none|600px|Reloading the rifle.]] &lt;br /&gt;
[[Image:Steyrm95bf1_4.jpg|thumb|none|600px|The Steyr M1895 with a Model 1913 Prismatic Musket Scope.]]&lt;br /&gt;
&lt;br /&gt;
===Stutzen Carbine===&lt;br /&gt;
The short version of the [[Steyr Mannlicher M1895]] is also available, equipped with a magnifying sight. It was actually called Repertier-Stutzen M1895. The photo below is the post war rechambered and modified version of the 1930s and should be replaced with the correct version.&lt;br /&gt;
[[File:SteyrM95Short.jpg‎|thumb|none|475px|Steyr M1895 Short Rifle (M1930 Conversion) - 8x56mmR Mannlicher]]&lt;br /&gt;
[[File:BF1 M95 Idle.jpg|thumb|none|600px|Idle. Note the experimental magnifying sight, which was used on some Lee-Enfield rifles during WWI.]]&lt;br /&gt;
[[File:BF1 M95 ADS.jpg|thumb|none|600px|Aiming down the magnifying sight on the Stutzen M1895.]]&lt;br /&gt;
[[File:BF1 M95 empty reload.jpg|thumb|none|600px|Empty-reload]]&lt;br /&gt;
[[File:BF1 M95 mid reload.jpg|thumb|none|600px|mid-reload. Note the en-bloc clip when ejected still has five rounds even if the magazine is partially loaded. This is, however, a major improvement over earlier builds of the game, where the player was able to reload the gun with single rounds when partly loaded, which is mechanically impossible for this rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1895 (Russian Contract)==&lt;br /&gt;
The [[Winchester Model 1895]] appears as the &amp;quot;Russian 1895&amp;quot;  and a primary weapon for the Scout class in multiplayer. Three variants are available one, the &amp;quot;Infantry,&amp;quot; &amp;quot;Trench,&amp;quot; and &amp;quot;Sniper&amp;quot; variants, with the &amp;quot;Trench&amp;quot; variant being chambered in .30-40 Krag. If the player spawns in as the Calvary class, they are given the &amp;quot;Calvary&amp;quot; variant of the weapon.&lt;br /&gt;
For 100% completion of the campaign &amp;quot;Nothing is Written&amp;quot; the player will be awarded &amp;quot;Desert Dweller&amp;quot;, a skin for the Russian 1895 that is usable in Multiplayer. &lt;br /&gt;
[[File:Russian.jpg|thumb|none|500px|Winchester Model 1895 made under contract for the Russian Army - 7.62x54mmR]]&lt;br /&gt;
[[File:BF1 M1895 Idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:BF1 M1895 ADS.jpg|thumb|none|600px|Aim down sights]]&lt;br /&gt;
[[File:M1895 empty reload.jpg|thumb|none|600px|Empty reload]]&lt;br /&gt;
[[File:BF1 M1895 mid-reload.jpg|thumb|none|600px|mid-reload]]&lt;br /&gt;
[[File:Desert Dweller.jpg|thumb|none|600px|&amp;quot;Desert Dweller&amp;quot; skin granted for 100% completion of &amp;quot;Nothing is Written&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1907==&lt;br /&gt;
The [[Winchester Model 1907]] is a weapon issued for the Medic class. In the Alpha build of the game, the weapon was modeled with a 10-round magazine, but has since changed to the correct 20 round version in the Beta. It comes in the &amp;quot;Factory,&amp;quot; &amp;quot;Trench,&amp;quot; and &amp;quot;Sweeper&amp;quot; variant; the latter converted to full-auto firing at 300 RPM. During the war, the French versions of the weapon were converted to full auto, but clocked in at a much faster 700 RPM.&lt;br /&gt;
[[Image:Winchester Model 1907.jpg|450px|thumb|none|Winchester Model 1907 - .351 Winchester]]&lt;br /&gt;
[[Image:WinchesterModel1907French.jpg|450px|thumb|none|French Winchester Model 1907 with Lee-Navy bayonet and 20-round magazine for comparison- .351 Winchester]]&lt;br /&gt;
[[Image:BF1-M1907-1.jpg|thumb|none|600px|A Medic character holds a Winchester Model 1907 with a bayonet.]]&lt;br /&gt;
[[Image:BF1-M1907-3.jpg|thumb|none|600px|Aiming the Winchester.]]&lt;br /&gt;
[[Image:BF1-M1907-2.jpg|thumb|none|600px|Reloading the M1907.]]&lt;br /&gt;
[[File:BF1M1907reload.jpg|thumb|none|600px|Releasing a magazine from a camouflaged M1907.]]&lt;br /&gt;
[[File:BF1M1907charging.jpg|thumb|none|600px|Pressing the distinct charging handle in to rechamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Bergmann MG 15nA==&lt;br /&gt;
The [[Bergmann MG 15nA]] is the only belt-fed machine gun in game available to the Support class.&lt;br /&gt;
[[File:Bergmannmg15.jpg‎|thumb|none|500px|Bergmann MG 15nA light machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Bf1 mg15na.jpg‎|thumb|none|600px|A German soldier holds a MG 15nA.]]&lt;br /&gt;
[[File:Bf1 mg15na_aim.jpg‎|thumb|none|600px|Aiming the Bergmann.]]&lt;br /&gt;
[[File:Bf1 mg15na 2.jpg‎|thumb|none|600px|A German soldier reloading an MG 15nA.]]&lt;br /&gt;
[[File:BF1MG15reload.jpg|thumb|none|600px|Feeding an 8mm Mauser belt into the chamber. Note the added bipod.]]&lt;br /&gt;
[[File:BF1MG15charging.jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
[[File:Bf1 mg15na 3.jpg‎|thumb|none|600px|A soldier holds an MG 15nA equipped with a ZF12, a German machine gun optic designed for the MG08.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat==&lt;br /&gt;
The [[Chauchat]] Light Machine Gun appears in the &amp;quot;They Shall Not Pass&amp;quot; DLC. Ingame, it has the highest damage model of all of the Support class's machine guns, at the cost of a low rate of fire (still higher than the real weapon's; 360 RPM ingame versus the real steel's 240) and a mere 20-round capacity.&lt;br /&gt;
[[Image:Chauchat.jpg|thumb|500px|none|Chauchat Light Machine Gun - 8x50mmR Lebel]]&lt;br /&gt;
&lt;br /&gt;
==Browning Automatic Rifle M1918==&lt;br /&gt;
The World War I version of the [[Browning Automatic Rifle]] is available to the Support class in game, and is set to the higher of the 2 rate of fire options for the weapon, 600 RPM. The HUD icon appears to be equipped with the World War II-era hinged bipod at the end of the weapon.&lt;br /&gt;
[[Image:BARearlymodel.jpg|thumb|500px|none|M1918 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BF1 BAR Idle.jpg|thumb|none|600px|Browning Automatic rifle in idle.]]&lt;br /&gt;
[[File:BAR ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF1BARcharging.jpg|thumb|none|600px|Pulling back the charging handle while looking down, which shows off the rather detailed character model's hands.]]&lt;br /&gt;
[[File:BF1 BAR reload.jpg|thumb|none|600px|Reload. Note the vertical grip, as this is the BAR Trench variant.]]&lt;br /&gt;
[[File:BF1BARreload.jpg|thumb|none|600px|About to insert a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mk.I==&lt;br /&gt;
The [[Hotchkiss M1909|Hotchkiss Mk.I]] light machine gun is one of the first Support class weapons, labeled as the &amp;quot;M1909 Benet-Mercie.&amp;quot; The reloading animation for the non-empty reload is inaccurate.&lt;br /&gt;
&lt;br /&gt;
For completion of the Battlefield 1 Singleplayer the player will be awarded &amp;quot;Trench Cleaner&amp;quot;, a skin for the M1909 Benet-Mercie that is usable in Multiplayer.&lt;br /&gt;
[[File:Hotchkiss.jpg|thumb|none|450px|Hotchkiss Mk.I - .303 British]]&lt;br /&gt;
[[File:bf1-m1909hotchikiss.jpg|thumb|none|600px|A soldier shooting a Hotchkiss Mk.I light machine gun.]]&lt;br /&gt;
[[File:bf1-m1909hotchikiss1.jpg|thumb|none|600px|Aiming the light machine gun.]]&lt;br /&gt;
[[File:bf1-m1909hotchikiss2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Trench Cleaner.jpg|thumb|none|600px|&amp;quot;Trench Cleaner&amp;quot; skin granted for the completion of Battlefield 1 Singleplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Huot Automatic Rifle==&lt;br /&gt;
The [[Huot Automatic Rifle]] is available for the Support class. One gun for each class requires reaching max level with the class (Level 10), whereas every other gun and variant is unlocked by Level 3; the Huot is the Support's Level 10 gun. There are two variants available in game, the &amp;quot;Low Weight&amp;quot; and &amp;quot;Optical&amp;quot; variants, but only the &amp;quot;Low Weight&amp;quot; version is usable in multi-player.&lt;br /&gt;
[[File:Huot Automatic Rifle.jpg|thumb|none|500px|Huot Automatic Rifle - .303 British]]&lt;br /&gt;
[[File:Huot1.jpg|thumb|none|600px|Holding the Huot Automatic.]]&lt;br /&gt;
[[File:Huot2.jpg|thumb|none|600px|Holding the Huot.]]&lt;br /&gt;
[[File:HuotAutomaticBF1.jpg|thumb|none|600px|Reloading the Huot.]]&lt;br /&gt;
[[FIle:BF1 Huotcampaign.jpg|thumb|none|600px|Edwards holds a muddy unique Huot Automatic found in ''Fog of War.'' Looking down shows off the rather awkward ergonomics of converting a bolt action Ross rifle to fully-automatic.]]&lt;br /&gt;
[[FIle:BF1 Huotcampaignreload.jpg|thumb|none|600px|Charging the Huot.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] is the first light machine gun available to the Support class. It comes in the &amp;quot;Low Weight,&amp;quot; &amp;quot;Optical,&amp;quot; and &amp;quot;Suppressor&amp;quot; variants. The latter is equipped with a 97 round pan magazine, although is modeled out of the 47 round one.&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[File:bf1 lewis 1.jpg|thumb|none|600px|The Lewis Gun in-game.]]&lt;br /&gt;
[[File:bf1 lewis 2.jpg|thumb|none|600px|Aiming the Lewis.]]&lt;br /&gt;
[[File:bf1 lewis 3.jpg|thumb|none|600px|Reloading the Lewis Gun.]]&lt;br /&gt;
[[File:BF1Lewisreload.jpg|thumb|none|600px|Mashing in a new drum magazine.]]&lt;br /&gt;
[[File:BF1Lewischarging.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Madsen M1902==&lt;br /&gt;
The [[Madsen machine gun|Madsen M1902]] is a Danish light machine gun with a 30+1 magazine capacity. It comes in the &amp;quot;Low Weight,&amp;quot; &amp;quot;Trench,&amp;quot; and &amp;quot;Storm&amp;quot; variants. In the December 16th, 2016 patch, all the &amp;quot;Low-Weight&amp;quot; machine guns were given bipods.&lt;br /&gt;
[[File:MadsenGun1.jpg|thumb|none|450px|Madsen Light Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Bf1-madsen_1.jpg|thumb|none|600px|A Support gunner holds the Madsen MG.]]&lt;br /&gt;
[[File:Bf1-madsen3.jpg|thumb|none|600px|Aiming the Madsen.]]&lt;br /&gt;
[[File:Bf1-madsen2.jpg|thumb|none|600px|Reloading the machine gun.]]&lt;br /&gt;
[[File:BF1Madsenreload.jpg|thumb|none|600px|Loading a new magazine into the M1902.]]&lt;br /&gt;
[[File:BF1Madsencrank.jpg|thumb|none|600px|Giving the crank-style charging handle a pull.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08/15==&lt;br /&gt;
A rare &amp;quot;man-portable&amp;quot; variant of the famous [[Maxim]] heavy machine gun, the [[Maxim MG08/15]] appears in the game. The weapon has exceptional recoil and shot spread when fired initially, but longer continuous bursts allow the weapon to settle and become more accurate provided the player character using it is not moving; crouching assists with this mechanic by making the length of a burst required for the recoil to settle down far shorter. The fact that the iron sights of the weapon cannot be used makes the above gameplay mechanic the only way to use the weapon accurately.  &lt;br /&gt;
&lt;br /&gt;
In singleplayer the Maxim MG08/15 is the first weapon used by the Italian ''Arditi'' unit member Luca Vincenzo Cocchiola, the protagonist of the third &amp;quot;War Story&amp;quot; chapter, titled ''Avanti Savoia''. Luca uses both the machine gun and anachronistically-effective body armour to accomplish the herculean task of storming his way up a mountain in the Italian Dolomites defended by the Austro-Hungarian army, all to protect his twin brother Matteo in a unit fighting nearby.  In multiplayer, the Maxim MG08 is available to any player character who can pick up a &amp;quot;Sentry Kit&amp;quot; from weapon crates that randomly spawn through a level. Mirroring Luca's exploits, any soldiers picking up a &amp;quot;Sentry Kit&amp;quot; in multiplayer are also automatically equipped with the same body armour Luca used, which makes them much more resistant to almost any form of weapon damage, but leaves the user unable to put on a gas mask and thus extremely vulnerable to ingame chemical weaponry. &lt;br /&gt;
&lt;br /&gt;
[[Image:Maxim MG08-15.jpg|thumb|none|450px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BF1_MG08-15_1.jpg|thumb|none|600px|The Maxim MG08/15 lies in a weapon crate, stashed along with pieces of body armour. Experiments with body armour in WWI were partially successful in producing heavy and bulky suits that could defend the user against shrapnel and pistol caliber rounds, but could not protect against rifle-caliber guns. In addition, body armor like this was likely never used by the real ''Arditi'' (Italian for &amp;quot;Daring Ones&amp;quot;) units in WWI, who were primarily armed with a dagger and grenades and normally sent to clear enemy trenches just after a suppressing barrage from friendly artillery lifted.]]&lt;br /&gt;
[[Image:BF1_MG08-15_2.jpg|thumb|none|600px|Holding the Maxim MG08/15 heavy machine gun. As this screenshot shows, it has been fitted with an ahistorical &amp;quot;chainsaw grip&amp;quot;; this seems to be a carrying handle from the Hotchkiss Mk. I.]]&lt;br /&gt;
[[Image:BF1_MG08-15_3.jpg|thumb|none|600px|Reloading; replacing the 200-round belt box.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers= &lt;br /&gt;
&lt;br /&gt;
==Wechselapparat M1917==&lt;br /&gt;
The [[Flammenwerfer M.16#Wechselapparat M1917|Wechselapparat M1917]] appears in the game. In real life, it was the first flamethrower in history intended for, and capable of, being carried and operated by one man; disappointingly, it goes by the shorter name &amp;quot;Wex&amp;quot; rather than the original &amp;quot;Wechselapparat&amp;quot; moniker, depriving us all of the opportunity to hear people unfamiliar with German pronunciations stumble over the name. As with most flamethrowers in film and video games, the Wechselapparat is very short-ranged, cannot spread unignited fuel to create a flammable pool for later ignition, and is treated as having infinite ammunition despite the severely low fuel reserves mandated by weight considerations for man-portable flamethrowers. All this said, it does have considerably better range and damage than most video game flamethrowers, and the sounds it creates (initial ignition, flames themselves, and inevitable screaming) along with the flame effects make for a powerful and terrifying weapon to use or face.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the Wechselapparat is available to all sides via the &amp;quot;Flame Trooper Kit&amp;quot; weapon crates that randomly spawn in multiplayer levels, and is always depicted as spraying a small amount of unlit fuel before the pilot light gets going, most likely for balance reasons. Players using this kit are also automatically equipped with body armour similar to but not as effective as that given to the users of the &amp;quot;Sentry Kit&amp;quot;, presumably to allow Flame Troopers to weather some fire while getting close enough to use their primary weapon. &lt;br /&gt;
&lt;br /&gt;
In singleplayer it is never available to the player, but is seen right from the first &amp;quot;War Story&amp;quot; chapter &amp;quot;Storm of Steel&amp;quot; and the &amp;quot;Through Mud and Blood&amp;quot; chapter, always in the hands of German flame troopers who also wear anachronistically-effective body armour. The flame troopers in singleplayer do possess a weak point, however, as a few hits from any firearm to the Wechselapparat's back-mounted fuel tank is enough to always cause ignited fuel to spray out through the puncture, condemning the attached flame trooper to a flailing fit of screaming through his gas mask, shortly before exploding in a good-sized ball of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Wex flam.jpg|thumb|none|400px|Wechselapparat ''Wex'' M1917. Wechselapparat in German means &amp;quot;exchange apparatus,&amp;quot; referring to how the nitrogen propellant gas in the spherical central tank is exchanged to the larger doughnut-shaped fuel tank, pumping out the fuel.]]&lt;br /&gt;
[[File:bf1 wex 1.jpg|thumb|none|600px|The ''Wechselapparat'' lies in a weapon crate.]]&lt;br /&gt;
[[File:bf1 wex 3.jpg|thumb|none|600px|An American soldier holds the ''Wex''.]]&lt;br /&gt;
[[File:bf1 wex 2.jpg|thumb|none|600px|A German soldier lays down flames with his Wex in the first Trailer.]]&lt;br /&gt;
[[File:bf1 wex 4.jpg|thumb|none|600px|Another American soldier on the right with a Wex Flamethrower. In reality, the Entente forces would develop and deploy their own flamethrowers after seeing the German ones in action, but those do not appear in this game.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==1.59-inch Breech-Loading Vickers Q.F. Gun, Mk II==&lt;br /&gt;
&lt;br /&gt;
The 1.59-inch Breech-Loading Vickers Q.F. Gun Mk II, a rather obscure weapon designed for attacking enemy fortifications and quickly replaced in infantry use by the [[Stokes Trench Mortar]], is a deployable weapon for the Assault class, similar to the rocket and missile launchers of previous games. It is referred to in the game as the &amp;quot;AT Rocket Gun,&amp;quot; which is an error not entirely of the developers' making: due to the two flames emitted from holes in the base of incendiary shells for the aircraft-mounted version, it was popularly known as the &amp;quot;Vickers-Crayford Rocket Gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:1.59-inch Crayford gun photograph.jpg|thumb|none|400px|1.59-inch Breech-Loading Vickers Q.F. Gun, Mk II - 1.59 in (40 mm)]]&lt;br /&gt;
[[Image:Bf1 unk mg.jpg|600px|thumb|none|The Vickers Q.F. Gun, with its mounting deployed on a wall.]]&lt;br /&gt;
[[Image:Bf1_cray1.jpg|600px|thumb|none|Aiming the Vickers Q.F. Gun.]]&lt;br /&gt;
[[Image:Bf1_cray2.jpg|600px|thumb|none|Loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield Grenade launcher==&lt;br /&gt;
The Medic class can equip their long guns with British Enfield cup-type grenade launchers to fire rifle grenades.&lt;br /&gt;
[[Image:Bf1 riflegre.jpg|600px|thumb|none|The grenade launcher mounted on a [[Winchester Model 1907]].]]&lt;br /&gt;
&lt;br /&gt;
==Grenade Crossbow==&lt;br /&gt;
A Grenade Crossbow is available for the support class. The Crossbow looks very similar to those that are used in the movie ''[[Capitaine Conan]]''.&lt;br /&gt;
[[Image:Bf1 cross1.jpg|600px|thumb|none|A support gunner holds the crossbow.]]&lt;br /&gt;
[[Image:Bf1 cross2.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
  &lt;br /&gt;
==Flachmine 17==&lt;br /&gt;
The German Flachmine 17 Anti-Tank mine is available for the Assault class.&lt;br /&gt;
[[File:bf1 flach1.jpg|thumb|none|600px|The Flachmine 17 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Geballte Ladung==&lt;br /&gt;
The [[Model 24 Stielhandgranate|Geballte Ladung]] appears as a weapon used by the Assault class (referred to as the &amp;quot;Anti-Tank Grenade&amp;quot;). Note that is the model for the anachronistic [[Model 24 Stielhandgranate]] instead of the accurate [[Model 16 Stielhandgranate|Model 16]] or the [[Model 17 Stielhandgranate|Model 17]].&lt;br /&gt;
[[File:M24 geballte ladung.jpg|thumb|none|200px|Model 24 &amp;quot;Geballte Ladung&amp;quot; (&amp;quot;Bundled Charge&amp;quot;)]]&lt;br /&gt;
[[File:bf1 geballte 1.jpg|thumb|none|600px|An Italian soldier with a Geballte Ladung.]]&lt;br /&gt;
[[File:Bf1-Grenade.jpg|thumb|none|600px|A soldier holding a Model 24 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Jam Tin Grenade==&lt;br /&gt;
The [[Jam Tin Grenade]] is used by the player who destroys the radar in the Rush mode.&lt;br /&gt;
[[File:Gws-jamtinbomb.jpg|thumb|none|300px|Jam Tin Grenade]]&lt;br /&gt;
[[File:Bf1-jamtin.jpg|thumb|none|500px|The grenade placed on the table.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
The American Mk.V CN Gas Grenade appears as the &amp;quot;Gas Grenade''.&lt;br /&gt;
[[File:bf1_gas_1.jpg|thumb|none|600px|The Mk.V ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The [[Mills Bomb]] is the common grenade for the British Empire. Appears as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:bf1_mills_1.jpg|thumb|none|600px|A British soldier throws a Mills Bomb.]]&lt;br /&gt;
&lt;br /&gt;
==Model 15 Diskushandgranate==&lt;br /&gt;
The Diskushandgranate appears as the &amp;quot;Impact Grenade&amp;quot;.&lt;br /&gt;
[[File:Disc grenade 1914 called 'Turtle' grenade.jpg|thumb|none|250px|Model 15 Diskushandgranate.]]&lt;br /&gt;
[[File:bf1_m15diskus_1.jpg|thumb|none|300px|The M1915 &amp;quot;Turtle&amp;quot; disk grenade in the menu.]]&lt;br /&gt;
[[File:bf1_m15_1.jpg|thumb|none|600px|A German soldier throws the ''Diskushandgranate''.]]&lt;br /&gt;
&lt;br /&gt;
==Model 17 Eierhandgranate==&lt;br /&gt;
The [[Model 17 Eierhandgranate]] appears as the &amp;quot;Mini Grenade&amp;quot;.&lt;br /&gt;
[[File:M17-Ehg.jpg|thumb|none|120px|Model 17 Eierhandgranate.]]&lt;br /&gt;
[[File:bf1_m17_ei_1.jpg|thumb|none|300px|The Eierhandgranate in the menu.]]&lt;br /&gt;
[[File:bf1_m17_1.jpg|thumb|none|600px|The ''Eierhandgranate'' inagme.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The anachronistic [[Model 24 Stielhandgranate]] (identified by the lack of a belt clip on the head) is the standard grenade for the Central Powers in-game: this version, as the name suggests, was not actually available until 1924, with the [[Model 15 Stielhandgranate]], [[Model 16 Stielhandgranate]] and [[Model 17 Stielhandgranate]] being the appropriate WW1 variants. Appears as the &amp;quot;Stick Grenade&amp;quot;.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:bf1_m24_1.jpg|thumb|none|600px|A German Medic throws a ''Stielhandgranate''.]]&lt;br /&gt;
&lt;br /&gt;
==No. 2 Mk II Hale Grenade==&lt;br /&gt;
The British No. 2 Mk II Hale Grenade appears as the ''Light Anti-Tank Grenade''.&lt;br /&gt;
[[Image:Page1No2Mk2.jpg|thumb|none|200px|British No.2  Mk II Hale grenade]]&lt;br /&gt;
[[File:bf1_hale_1.jpg|thumb|none|600px|A soldier throws the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No.27 Smoke Grenade==&lt;br /&gt;
British No.27 smoke grenade appears as the ''Incendiary Grenade''.&lt;br /&gt;
[[Image:No27 smoke grenade.jpg|thumb|none|200px|British No.27 smoke grenade]]&lt;br /&gt;
[[File:bf1_n027_1.jpg|thumb|none|600px|The No.27 grenade is thrown by the player.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==7.7 cm Feldkanone 96 n.A.==&lt;br /&gt;
&lt;br /&gt;
During the second gameplay trailer, one player character is seen manning a 7.7cm Feldkanone 96 n.A., followed by the POV player character taking control of one and using it to shoot a British Mark V &amp;quot;male&amp;quot; tank. More Feldkanones are seen around control points in multiplayer footage.&lt;br /&gt;
&lt;br /&gt;
[[File:800px-7.7 cm Feldkanone 16 IMG 6414b.jpg|thumb|none|400px|7.7 cm Feldkanone 96 neuer Art - 77mm]]&lt;br /&gt;
[[File:bf1 fieldcannon 1.jpg|thumb|none|600px|An Entente soldier fires the Feldkanone. The gun would normally require a crew of five. Granted, this is somewhat justified by the agonizingly slow reload, but not where the limitless supply of shells is supposed to be hiding.]]&lt;br /&gt;
[[File:bf1 fieldcannon 2.jpg|thumb|none|600px|Loading a shell.]]&lt;br /&gt;
[[Image:BF1-Feldcanone-1.jpg|thumb|none|600px|A Feldkanone with camouflage.]]&lt;br /&gt;
&lt;br /&gt;
==21 cm Mörser 16==&lt;br /&gt;
Fixed German 21cm Mörser 16 heavy howitzers are seen around base areas in the multiplayer. In the singleplayer campaign British soldiers use this howitzers.&lt;br /&gt;
[[File:21-cm-Mörser 16.jpg|thumb|none|400px|Langer 21 cm Mörser Model 16, displayed at the Finnish Artillery Museum in Hämeenlinna - 210mm]]&lt;br /&gt;
[[File:bf1 mörser 01.jpg|thumb|none|600px|A Mörser is prepared by an British soldier in the Mission ''Through Mud and Blood''.]]&lt;br /&gt;
[[File:bf1 mörser 1.jpg|thumb|none|600px|3 Mörsers on the multiplayer map ''St. Quentin Scar''.]]&lt;br /&gt;
&lt;br /&gt;
==Becker Type M2 20mm==&lt;br /&gt;
[[Becker machine gun|Becker Type M2 20mm]] is seen in multiplayer footage mounted on Zeppelins and Bomber Aircraft. It is also mounted on boats in the game.&lt;br /&gt;
[[File:Becker Type M2.jpg|thumb|none|450px|Becker Type M2 - 20mm]]&lt;br /&gt;
[[File:Bf1-madsen.jpg|thumb|none|600px|A Becker Type M2 20mm Auto-Cannon that is mounted on a German Gotha Bomber.]]&lt;br /&gt;
&lt;br /&gt;
==Granatenwerfer 16==&lt;br /&gt;
A Granatenwerfer 16 is available as a gadget for the Support class and comes with two variants, an Airburst version ideal for Infantry but dealing minimal damage to vehicles and a High Explosive (HE) variant ideal for enemy armor but dealing less splash damage to infantry. &lt;br /&gt;
[[File:Granatenwerfer 16.jpg|thumb|none|300px|Granatenwerfer 16]]&lt;br /&gt;
[[File:bf1 grf16 1.jpg|thumb|none|600px|The Granatenwerfer 16 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mle 1914==&lt;br /&gt;
The [[Hotchkiss Mle 1914]] is mounted on the Saint-Chamond assault tank and Char 2C Super Heavy Tank.&lt;br /&gt;
[[Image:M1914Hotchkiss.jpg|thumb|none|600px|The Hotchkiss Mle 1914.]]&lt;br /&gt;
[[File:BF1 Saint Chamond.jpg|thumb|none|600px|The Saint Chamond tank in Battlefield 1. Note the Hotchkiss MGs mounted around the front and sides.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The British Mark V tank incorrectly has a [[Lewis Gun]] mounted on the bow, which can be used by the driver; in real life, there would be a separate gunner for the machine gun mounted here. Lewis guns were mounted on previous Marks of British tank, but the Mark V used Hotchkiss guns instead. Mark V tanks seem to be used by both sides, which is actually accurate; huge numbers of tanks were abandoned following failed advances and pressed back into service with German forces.&lt;br /&gt;
&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[Image:BF1-Lewis-3.jpg|thumb|none|600px|A German soldier leaps dramatically into his pilfered Mark V tank, showing the pan magazine of the bow-mounted Lewis gun.]]&lt;br /&gt;
[[Image:BF1-Lewis-2.jpg|thumb|none|600px|View from the bow-mounted Lewis.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Mk II Aircraft MG==&lt;br /&gt;
[[Lewis Gun|Lewis Mk II Aircraft MG]]s are mounted on British planes.&lt;br /&gt;
[[File:Rafmachinegunlewis3.jpg|thumb|none|500px|Lewis Mk II Aircraft MG - .303 British]]&lt;br /&gt;
[[File:bf1 lewisair.jpg|thumb|none|600px|The Lewis Mk II ingame.]]&lt;br /&gt;
[[File:bf1 lewisair 1.jpg|thumb|none|600px|The gunner of a Bristol F.2  biplane using a Lewis Mk II Aircraft MG.]]&lt;br /&gt;
[[File:bf1 lewisair2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==LMG 08/15==&lt;br /&gt;
[[Maxim|LMG 08/15]] machine guns are mounted on a German planes.&lt;br /&gt;
[[File:lmg08-15 air.jpg|thumb|none|500px|LMG 08/15 Air-Cooled - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:bf1 lmg0815 1.jpg|thumb|none|600px|A German pilot looks through his LMG 08/15.]]&lt;br /&gt;
[[File:Bf1-lmg08.jpg|thumb|none|600px|A pair mounted on a Fokker Dr I Triplane.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim Gun==&lt;br /&gt;
&lt;br /&gt;
Fixed [[Maxim]] machine guns can be found around maps seen in the multiplayer pre-alpha. These are shown fitted with a Russian-style ribbed water jacket. A similar Maxim is seen mounted in a cupola on top of the British airship, which is actually a German P-Class Zeppelin.&lt;br /&gt;
&lt;br /&gt;
[[Image:Maxim1910.jpg|thumb|none|450px|Maxim 1910 with 'Sokolov' wheel mount, w/o shield - 7.62x54mmR]]&lt;br /&gt;
[[Image:BF1-Maxim-0.jpg|thumb|none|600px|A Maxim gun on the Battlefield.]]&lt;br /&gt;
[[Image:BF1-Maxim-1.jpg|thumb|none|600px|A German soldier mans a Maxim near his base.]]&lt;br /&gt;
[[Image:BF1-Maxim-2.jpg|thumb|none|600px|A British soldier spawns on top of the Zeppelin, the E prompt showing he is already trying to jump out of it in a rather ill-advised fashion.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
 &lt;br /&gt;
The German A7V tank is equipped with a 57mm main gun and a number of [[Maxim MG08]] machine guns that can be used by the crew. As with the Mark V, the A7V is shown being used by both sides, which is a little less likely since only 20 were built (''Generalquartiermeister'' Erich Ludendorff was disinterested in tanks, declaring them to merely be a &amp;quot;nuisance&amp;quot;) and the British and French already had tanks that were superior to them.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BF1-MG08-1.jpg|thumb|none|600px|A A7V in &amp;quot;Mephisto&amp;quot; optic with 2 rear-mounted MG08 machine guns.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim QF 1 Pounder &amp;quot;Pom-Pom&amp;quot;==&lt;br /&gt;
Maxim QF 1 Pounders appear in certain fixed locations on maps.&lt;br /&gt;
[[Image:QF 1 Pounder.jpg|thumb|none|400px|Maxim-Nordenfelt QF Mk II 1-pounder Pom-Pom gun at the Imperial War Museum, London - 37x94mm R]]&lt;br /&gt;
[[File:bf1 maximqf1.jpg|thumb|none|600px|A Maxim QF 1 Pounder on the Battlefield.]]&lt;br /&gt;
[[File:bf1 maximqf1 1.jpg|thumb|none|600px|Manning the Maxim-Nordenfelt.]]&lt;br /&gt;
&lt;br /&gt;
==Parabellum MG14==&lt;br /&gt;
[[Parabellum MG14]]s are mounted on Halbterstadt and Gotha planes. In the last mission of &amp;quot;Friends in High Places&amp;quot;, the German Zeppelin is armed with a pair of them.&lt;br /&gt;
[[File:Parabellum MG14.jpg|thumb|none|500px|Parabellum MG14 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:bf1 paramg.jpg|thumb|none|600px|The MG14 mounted on a Halberstadt.]]&lt;br /&gt;
[[File:bf1 paramg 1.jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:bf1 paramg 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk 1==&lt;br /&gt;
[[Vickers MK1 Machine Gun|Vickers Mk 1 Machine Gun]]s are mounted on British Pattern 1914 Rolls-Royce Armoured &amp;lt;!--With a u, it's their actual name--&amp;gt; Cars.&lt;br /&gt;
&lt;br /&gt;
[[Image:Vickers gun.JPG|thumb|none|350px|Vickers gun with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:bf1 Vickers 1.jpg|thumb|none|600px|The Vickers Mk 1 on the Armoured Car. These vehicles were an armored body placed on a repurposed Rolls-Royce Silver Ghost chassis.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
&lt;br /&gt;
==Carcano 1891 Placeholder Rifle==&lt;br /&gt;
Italian soldiers in the first trailer are seen with what appear to be ersatz [[Carcano Rifle Series|Carcano 1891 Cavalry Carbine]]s made out of the game's other rifle models. The model, while only witnessed briefly, is very incomplete. The Carcano ultimately does not appear in the release version of the game.&lt;br /&gt;
[[Image:CarcanoM38CavCarbine.jpg|thumb|none|450px|Carcano M91/38 Cavalry Carbine with folded bayonet - 6.5x52mm]]&lt;br /&gt;
[[File:bf1 un 1.jpg|thumb|none|600px|Italian soldiers charging. Note that there are no folding bayonets.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-style=&amp;quot;height: 30px;&amp;quot;&lt;br /&gt;
!align=center colspan=&amp;quot;3&amp;quot; bgcolor=#D0E7FF |&amp;lt;div style=&amp;quot;font-size: 125%;&amp;quot;&amp;gt;''[[Battlefield]]'' Franchise&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;150&amp;quot;|'''Main series'''||style=&amp;quot;padding-left: 1em&amp;quot; width=&amp;quot;550&amp;quot;|''[[Battlefield: 1942]]'' (2002){{@}}''[[Battlefield: Vietnam]]'' (2004){{@}}''[[Battlefield 2]]'' (2005){{@}}''[[Battlefield 3]]'' (2011){{@}}''[[Battlefield 4]]'' (2013) {{@}}'''''Battlefield 1''''' (2016)&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;150&amp;quot;|'''Bad Company Series'''||bgcolor=#E8E8E8 style=&amp;quot;padding-left: 1em&amp;quot;|''[[Battlefield: Bad Company]]'' (2008){{@}}''[[Battlefield: Bad Company 2]]'' (2010)&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;150&amp;quot;|'''Spin-Offs'''||bgcolor=#E8E8E8 style=&amp;quot;padding-left: 1em&amp;quot;|''[[Battlefield: 1943]]'' (2009){{@}}''[[Battlefield Hardline]]'' (2014)&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;150&amp;quot;|'''Third-Party Modifications'''||style=&amp;quot;padding-left: 1em&amp;quot;|''[[Battlefield: 1918]]'' (2003){{@}}''[[Forgotten Hope]]'' (2003){{@}}''[[Desert Combat]]'' (2003){{@}}''[[Forgotten Hope 2]]'' (2005){{@}}''[[Project Reality]]'' (2005){{@}}''[[Project Reality: Falklands]]'' (2012){{@}}''[[Project Reality: Vietnam]]'' (2012){{@}}''[[Project Reality: Normandy]]'' (2013)&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;150&amp;quot;|'''Free-to-Play'''||bgcolor=#E8E8E8 style=&amp;quot;padding-left: 1em&amp;quot;|''[[Battlefield Heroes]]'' (2009){{@}}''[[Battlefield Play4Free]]'' (2011)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty_4:_Modern_Warfare&amp;diff=1085340</id>
		<title>Call of Duty 4: Modern Warfare</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty_4:_Modern_Warfare&amp;diff=1085340"/>
		<updated>2017-02-15T11:19:17Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Remastered Version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Call of Duty 4: Modern Warfare&lt;br /&gt;
|picture = COD4.jpg&lt;br /&gt;
|caption = ''Offical Boxart''&lt;br /&gt;
|series= [[Call of Duty]]&lt;br /&gt;
|date= 2007&lt;br /&gt;
|developer=Infinity Ward, &lt;br /&gt;
|platforms=Microsoft Windows, PlayStation 3, PlayStation 4, Wii, Xbox 360, Xbox One, Nintendo DS, Mac OS&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
[[file:Call of Duty Modern Warfare Remastered.jpg|thumb|right|300px|''Call of Duty Modern Warfare Remastered'' (2016)]]&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty 4: Modern Warfare''''' (also known as ''CoD4:MW'', ''CoD4'', ''Modern Warfare 1'', and ''MW1'') is the fourth main installment of the ''[[Call of Duty|Call of Duty series]]'', and first installment of the ''Modern Warfare'' trilogy, officially released on November 5, 2007 in North-America for the PC, PS3 and Xbox 360, developed by Infinity Ward and published by Activision. This is the first game in the series to be set in modern time, taking place in the year 2011 during a fictional conflict between the United States, United Kingdom, and Russia against Russian Ultranationalist Rebels and an unnamed Middle-Eastern country, their forces simply known as &amp;quot;OpFor&amp;quot;. The player takes the roles of Sergeant &amp;quot;Soap&amp;quot; MacTavish, a marksman and demolition expert of the British SAS, and Sergeant Paul Jackson, a US Marine of the 1st Reconnaissance Battalion.&lt;br /&gt;
&lt;br /&gt;
A remastered version titled '''''Call of Duty: Modern Warfare Remastered''''' was released on November 4, 2016 as a bonus alongside deluxe editions of ''[[Call of Duty: Infinite Warfare]]''. On December 13th, 2016, Supply Drops and various kinds of micro-DLC items were added to the Multiplayer. Among them, &amp;quot;Weapon Kits&amp;quot; were introduced, which can alter a weapon's appearance with a new set of base textures or a completely new model.&lt;br /&gt;
&lt;br /&gt;
'''Warning: Major plot spoilers in some of the weapon descriptions.'''&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Call of Duty 4: Modern Warfare'':'''&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92SB==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92SB|Beretta 92SB]], incorrectly appears in-game as the &amp;quot;[[Beretta 92 pistol series#Beretta 92F/FS|M9]]&amp;quot;, is the main sidearm of Sergeant Paul Jackson and many other Marines and enemies, though an [[M1911 pistol series#M45 / MEU(SOC)|M45 / MEU(SOC)]] would be more accurate to see in use by the Marines as they are part of the 1st Reconnaissance Battalion; this is somewhat fixed in the &amp;quot;Shock and Awe&amp;quot; level, where Jackson's secondary weapon is a [[M1911 pistol series#Springfield Armory M1911 - A1|Springfield Armory Loaded]] instead. In-game, the 92SB has the same damage figures as the USP and the 1911, but has the least effective range. This is offset with the highest magazine capacity (fifteen rounds of 9mm) and the lowest recoil, allowing quick follow up shots. It can be suppressed. Interestingly, the hammer stays in the half-cocked position at all times, despite the fact it should be fully cocked after the first shot. What appears to be a 92-series pistol can also be seen on the Porter Justice posters, a (fictional) movie that looks to be a standard over the top Asian action movie.&lt;br /&gt;
[[Image:BerettaM92SB.jpg‎|thumb|none|350px|Beretta Model 92SB - 9x19mm (note rounded trigger guard and flat magazine bottom).]]&lt;br /&gt;
[[Image:MW1-Beretta-1.jpg|thumb|none|600px|&amp;quot;Soap&amp;quot; MacTavish holds a Beretta 92SB during the mission &amp;quot;Crew Expendable.&amp;quot;]]&lt;br /&gt;
[[Image:CoD4-M9.jpg|thumb|none|600px|Jackson reloads his Beretta 92SB aboard a UH-60 Black Hawk during the search for Al-Asad in &amp;quot;Charlie Don't Surf.&amp;quot; It would be more accurate to see CH-46 Sea Knights or CH-53 Sea Stallion/CH-53E Super Stallion instead, as US Marines do not operate UH-60 Black Hawks in real life. Also note that in this specific mission, all of the Black Hawks has &amp;quot;ARMY&amp;quot; on their tails, hinting that the Marines are collaborating with the US Army. The approach to the town and overall mission structure is meant to be a subtle reference to &amp;quot;Black Hawk Down', hence the use of Black Hawks. ]]&lt;br /&gt;
&lt;br /&gt;
===Beretta M9 (remastered version)===&lt;br /&gt;
In ''Modern Warfare Remastered'', the weapon is correctly modeled after a [[Beretta M9]].&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[Image:Codmwr M9 holding.jpg|thumb|none|600px|Holding the ''Remastered'' Beretta M9.]]&lt;br /&gt;
[[Image:Codmwr M9 aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[Image:Codmwr M9 reloading 1.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[Image:Codmwr M9 world.jpg|thumb|none|600px|A Beretta M9 lies on the table, giving a good look at the trigger guard to show that it is a proper M9.]]&lt;br /&gt;
[[File:MWRM9.jpg|thumb|none|600px|A feature of the ''Remastered'' multiplayer is the ability to inspect weapons; here an OpFor soldier chamber-checks his M9.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Anaconda (remastered only)==&lt;br /&gt;
The [[Colt Anaconda]] has been added to ''Modern Warfare Remastered'' via an update on February 7, 2017. The model incorrectly has five vents in the 8&amp;quot; barrel rib instead of four, and the weapon inappropriately has the ability to equip a suppressor.&lt;br /&gt;
[[File:Colt Anaconda 8 inch plain.jpg|thumb|none|350px|Colt Anaconda with 8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP|H&amp;amp;K USP45]] is the sidearm of &amp;quot;Soap&amp;quot; MacTavish and other SAS soldiers in the game, but it would be more accurate to see them using [[SIG-Sauer P226]], [[SIG-Sauer P228]] or [[Browning Hi-Power]]. It uses .45 ACP rounds in a 12-round magazine. Its recoil, capacity, and stopping power make this gun the most balanced in its class. Interestingly, the hammer stays down at all times, as if the weapon were DAO.&lt;br /&gt;
It appears that at some stage in design this weapon was going to be a [[Heckler &amp;amp; Koch Mark 23]] rather than a USP; it mounts the prototype Mark 23 LAM, and has a visible projecting barrel in both first and third person modes which would not be present on a standard USP45. Interestingly, the ''Modern Warfare 2'' USP45 model also has the rear sights of a Mark 23 even though this version does not, most likely due to recycling parts of the scrapped Mark 23 model.&lt;br /&gt;
[[Image:HK-USP.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP45 - .45 ACP.]]&lt;br /&gt;
[[Image:MW1-USP-1.jpg|thumb|none|600px|Soap holds his USP45 as he looks over one of the two cut training areas in &amp;quot;FNG;&amp;quot; this would have been the explosive range. Note the wall marked &amp;quot;1&amp;quot; right next to the firing pit; this would have been used to show the player that the M203 has a minimum arming distance in the game.]]&lt;br /&gt;
[[Image:MW1-USP-2.jpg|thumb|none|600px|Soap reloads his USP; note the Mark 23 LAM unit under the barrel.]]&lt;br /&gt;
[[Image:SilencedUSp-CoD4.jpg|thumb|none|600px|Price's suppressed USP in &amp;quot;All Ghillied Up&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The &amp;quot;Competiton&amp;quot; weapon kit gives the weapon a bright and glossy red slide and a slightly brighter frame.&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch USP45 holding.jpg|thumb|none|600px|Holding the ''Remastered'' USP45.]]&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; KochUSP45 aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch USP45 reloading 1.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch USP45 world.jpg|thumb|none|600px|A USP45 lies on a table. Note the slightly-misshapen Mk 23 LAM.]]&lt;br /&gt;
[[File:MWRUSP.jpg|thumb|none|600px|Pulling back the slide on a suppressed USP45.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle Mark XIX==&lt;br /&gt;
&lt;br /&gt;
The [[Desert Eagle]], chambered for .50 Action Express (ingame), is the most powerful pistol. It holds seven rounds in its magazine and has the worst recoil. The main villain Imran Zakhaev carries this pistol as his weapon of choice. In the opening credit sequence, Zakhaev gives it to Khaled Al-Asad to kill President Yasir Al-Fulani. The only opportunity to use a Desert Eagle in singleplayer is in the level &amp;quot;Crew Expendable,&amp;quot; where an Ultranationalist attacks with two of them. One with a black slide and barrel can be seen in the SAS armory. This gun is one of six multiplayer weapons that can have a gold finish, though the Gold Desert Eagle is unlocked at level 55 rather than through challenges. The weapon's hammer never in the cocked position, which would be required to be able to fire this single-action pistol. &lt;br /&gt;
The ammo name for the Desert Eagle in the game files is .357 Magnum. &lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|none|350px|IMI Desert Eagle Mark XIX - .50 Action Express]]&lt;br /&gt;
[[Image:MW1-Deagle-1.jpg|thumb|none|600px|Soap holds a chrome-plated Desert Eagle during the mission &amp;quot;Crew Expendable.&amp;quot; If held in sunlight the pistol is much more reflective.]]&lt;br /&gt;
[[File:COD4DesertEagleAlAsad.jpg|thumb|none|600px|&amp;quot;''This is how it begins.'' Al-Asad aiming his Desert Eagle at a political rival moments before he executes him.]]&lt;br /&gt;
===Remastered Version===&lt;br /&gt;
&lt;br /&gt;
The original game's Gold Desert Eagle has been replaced in the Remaster with the &amp;quot;Commander Desert Eagle,&amp;quot; still featuring a gold frame and slide, but now with a silver hammer, safety, and barrel, along with a shiny gray grip. Unlike the default Desert Eagle, it cannot have any custom camouflages or kits applied. In addition, the Desert Eagle replaces the Glock pistol on the icons of the Overkill and Last Stand perks&lt;br /&gt;
[[File:MWRemptyDEagle.jpg|thumb|none|600px|The same &amp;quot;Crew Expendable&amp;quot; Desert Eagle in the remastered version, now with a slide that properly locks back when out of reserve ammo.]]&lt;br /&gt;
[[File:MWRDEagle.jpg|thumb|none|600px|Desert Eagle Mark XIX in multiplayer.]]&lt;br /&gt;
[[File:MWRDEagle1.jpg|thumb|none|600px|Aiming the handcannon, although it's hard to make out the sight picture unless viewed at full size.]]&lt;br /&gt;
[[File:MWRDEagle2.jpg|thumb|none|600px|Desert Eagle, mid-recoil.]]&lt;br /&gt;
[[File:MWRDEagle3.jpg|thumb|none|600px|Preparing to dump the magazine.]]&lt;br /&gt;
[[File:MWRDEagle4.jpg|thumb|none|600px|Mashing in a new one, before releasing the slide.]]&lt;br /&gt;
[[File:MWRDEagle5.jpg|thumb|none|600px|Tugging the slide during the inspect animation.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory PX9109L==&lt;br /&gt;
A version of the [[Springfield Armory Loaded|1911]] makes an appearance in game as the &amp;quot;M1911 .45&amp;quot;. The handgun it was modeled after can't be known for sure, but it is closest to a Springfield Armory PX9109L, more commonly known as the &amp;quot;Loaded&amp;quot; model. It has four aftermarket parts: a stainless barrel bushing, black guide rod, black guide rod plug, and brown Simonich Gunner grips. It also uses Wilson Combat 47D eight-round magazines, but they only hold seven in singleplayer for some reason.&lt;br /&gt;
It is the sidearm of choice for Captain Price and Viktor Zakhaev. Price lends his PX9109L to Soap after their helicopter is shot down in an early level, uses it to execute a high value target around the middle of the game, and slides it to Soap on the bridge at the end of the game. Staff Sergeant Griggs carries a stainless version with black grips, and uses it while pulling Soap to cover on the bridge. The stainless version can also be seen in the SAS armory. It can be suppressed. The weapon's hammer is never in the cocked position, which would be required to be able to fire this single-action pistol; oddly it is always in the half-cocked position.&lt;br /&gt;
[[Image:SA_loaded_m1911.jpg|thumb|none|350px|Springfield Armory PX9109L &amp;quot;Loaded&amp;quot; - .45 ACP. Nearly identical to the one in-game.]]&lt;br /&gt;
[[Image:GriggsM1911A1-CoD4.jpg|thumb|none|600px|Griggs fires his stainless PX9109L at advancing Russians while hauling &amp;quot;Soap&amp;quot; MacTavish to cover. After running out, he drops the pistol to use his M249E2.]]&lt;br /&gt;
[[Image:cod4price1911.jpg|thumb|none|600px|A wounded Price slides his PX9109L to MacTavish on the bridge in a last ditch effort to defend their location. This picture is actually from ''Modern Warfare 2'', in a flashback, but the only difference is the black around the edges.]]&lt;br /&gt;
[[Image:M1911-CoD4.jpg|thumb|none|600px|Sgt. Paul Jackson reloading his PX9109L in &amp;quot;Shock and Awe&amp;quot;. The PX9109L is likely standing in for the M45 / MEU(SOC) pistol.]]&lt;br /&gt;
[[Image:COd4SW1911.jpg|thumb|none|600px|A soldier holds his suppressed PX9109L in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered Version===&lt;br /&gt;
[[File:MWRM1911inspect.jpg|thumb|none|600px|Inspecting the ''Remastered'' M1911. Note that this version lacks the full-length guide rod the original has.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
The &amp;quot;Whiteout&amp;quot; weapon kit exclusive to the SMG category paints them in glossy white and black.&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90|FN P90 TR]], a version of the P90 with three accessory rails, is a rarely seen weapon (it is occasionally used by some enemies). Its sole &amp;quot;special&amp;quot; appearance is in the 1996 mission &amp;quot;All Ghillied Up&amp;quot; with suppressor and red dot sight, and in this case it is anachronistic, since while the original P90 was available during that time, the TR variant was introduced three years later. In &amp;quot;Heat&amp;quot; and the epilogue mission &amp;quot;Mile High Club&amp;quot; it is simply an unsuppressed P90 using open rail iron sights. All versions fire 5.7x28mm rounds from a fifty-round magazine. The P90 is modeled with relatively weak per-hit damage and mediocre accuracy, relying on a high rate of fire and large magazine capacity for its effectiveness. The weapon is easy to wield in multiplayer, so much so that it has been restricted in competitive play due to its &amp;quot;spray&amp;quot; advantage over other weapons. Despite however many additions, it always has an unused laser attached to the side rail and H&amp;amp;K Diopter sights if it does not have a special sight.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|350px|FN P90 TR - 5.7x28mm. Notably without the laser pointer or HK Diopter sights]]&lt;br /&gt;
[[Image:CoD4-P90Sd.jpg|thumb|none|600px|The suppressed P90 TR in &amp;quot;All Ghillied Up&amp;quot;. It is referred to as &amp;quot;P90-SD&amp;quot;, which is odd as 'SD' is the abbreviation for the German word ''Schalldämpfer'', despite the P90 being a Belgian weapon.]]&lt;br /&gt;
[[Image:COD4-P90.jpg|thumb|none|601px|&amp;quot;Suzy&amp;quot; wields a suppressed P90 TR as Captain MacMillian melees him with the butt of his M21 in &amp;quot;All Ghilled Up&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered Version===&lt;br /&gt;
The ''Remastered'' P90 TR is once again equipped with HK diopter sights and the unusable LAM. A new addition, however, is the translucent depleting magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:MWRP90SD.jpg|thumb|none|600px|Price observes his handiwork after liberating an irradiated laptop from lounging stalkers. Note the partly-empty magazine, black follower, and somewhat hard-to-see follower spring.]]&lt;br /&gt;
[[File:MWRP90SDworld.jpg|thumb|none|600px|World model and pickup icon for the ''Remastered'' &amp;quot;P90-SD.&amp;quot;]]&lt;br /&gt;
[[File:MWRP90.jpg|thumb|none|600px|FN P90 in the firing range, a new feature brought into the remaster.]]&lt;br /&gt;
[[File:MWRP90 1.jpg|thumb|none|600px|Aiming the P90.]]&lt;br /&gt;
[[File:MWRP90 2.jpg|thumb|none|600px|Removing the magazine.]]&lt;br /&gt;
[[File:MWRP90 3.jpg|thumb|none|600px|Pulling the P90's charging handle. ]]&lt;br /&gt;
[[File:MWRP90 4.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:MWRP90 5.jpg|thumb|none|600px|Right side. Note the &amp;quot;PS 090&amp;quot; is written on the upper receiver along with some text on the lower that says &amp;quot;PROJECT 90 5.7x28&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5N==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5|H&amp;amp;K MP5N]] is often used by &amp;quot;Soap&amp;quot; MacTavish and some of the SAS soldiers, along with the Marines in Russia and Captain &amp;quot;Deadly&amp;quot; Pelayo after her AH-1W &amp;quot;Super Cobra&amp;quot; is shot down, and also by some enemies. The MP5 fires 9x19mm rounds from a thirty-round box magazine. Accurate and decently powerful, it is a popular all-around weapon in multiplayer.&lt;br /&gt;
[[Image:Hk-mp5n.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[Image:MW1-MP5-1.jpg|thumb|none|600px|Soap looks down at an MP5N during &amp;quot;FNG.&amp;quot;]]&lt;br /&gt;
[[Image:CoD4-MP5.jpg|thumb|none|600px|An MP5N in &amp;quot;Safehouse&amp;quot;.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
Applying camouflages to the weapon will paint over the weapon's selector markings, but the &amp;quot;Whiteout&amp;quot; weapon kit keeps them intact.&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch MP5N holding.jpg|thumb|none|600px|Holding the ''Remastered'' MP5N, now more to scale with the real weapon. It now features a &amp;quot;Tropical&amp;quot; forend that's more &amp;quot;Tropical&amp;quot; than it is &amp;quot;Slimline&amp;quot; in terms of thickness, shorter sights, and is less anorexic across its length.]]&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch MP5N aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch MP5N reloading 1.jpg|thumb|none|600px|Reloading, reusing the same basic animation as in the original game.]]&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch MP5N reloading 2.jpg|thumb|none|600px|Empty reload, the player tugging on the charging handle.]]&lt;br /&gt;
[[File:MWRMP5.jpg|thumb|none|600px|Removing a magazine in the inspect animation...]]&lt;br /&gt;
[[File:MWRMP5 1.jpg|thumb|none|600px|...which is followed by the user rather comically twirling the magazine around his fingers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD3==&lt;br /&gt;
&amp;quot;Soap&amp;quot; MacTavish and other SAS soldiers wield [[Heckler &amp;amp; Koch MP5|H&amp;amp;K MP5SD3]] in the prologue and epilogue levels. When a suppressor is attached to an MP5 in multiplayer, it becomes an MP5SD3 with a Navy trigger group.&lt;br /&gt;
[[Image:MP5SD3.jpg|thumb|none|350px|MP5SD3 with integrated sound suppressor - 9x19mm]]&lt;br /&gt;
[[Image:MW1-MP5SD-1.jpg|thumb|none|600px|Soap holds an MP5SD3 at the start of the mission &amp;quot;Crew Expendable.&amp;quot;]]&lt;br /&gt;
[[Image:MW1-MP5SD-2.jpg|thumb|none|600px|Reloading the MP5SD3; like the regular MP5, the fire selector is set to the point where &amp;quot;burst&amp;quot; would be on a four-position trigger group.]]&lt;br /&gt;
[[File:COD4MP5SD3SAS.jpg|thumb|none|600px|An SAS operator with an MP5SD3.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch MP5SD3 holding.jpg|thumb|none|600px|Holding the ''Remastered'' Heckler &amp;amp; Koch MP5SD3.]]&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch MP5SD3 aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch MP5SD3 reloading 11.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch MP5SD3 reloading 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch MP5SD3 world 1.jpg|thumb|none|600px|Heckler &amp;amp; Koch MP5SD3 on the ground]]&lt;br /&gt;
[[image:Codmwr Heckler &amp;amp; Koch MP5SD3 world.jpg|thumb|none|600px|An SAS operator with an MP5SD3.]]&lt;br /&gt;
[[File:MWRMP5SDcrewexpendable.jpg|thumb|none|600px|Soap preps his MP5SD3 shortly before deploying at the start of ''Crew Expendable''. Seeing as he is the &amp;quot;FNG&amp;quot;, he has to tighten the suppressor and chamber the weapon (with both actions somehow making the exact same sound) because he forgot to do so on the entire ride over. Either that, or he is breaking the 4th wall and waits to ready his weapon for dramatic/cinematic purposes.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi==&lt;br /&gt;
Many enemies use the [[Uzi#Mini Uzi |Mini Uzi]]. Modeled with weaker damage, it fires 9mm rounds from a thirty-two-round magazine. The high rate of fire and bouncing recoil leave its accuracy poor for all but the shortest ranges. Viktor Zakhaev carries one while escorting Al-Fulani to his execution, and while running from Soap, Gaz and Griggs. It is incorrectly shown firing from a closed bolt. This gun is one of six weapons in multiplayer that can have a gold finish.&lt;br /&gt;
[[Image:MiniUzi 01.jpg|thumb|none|350px|Mini Uzi SMG with stock folded - 9x19mm]]&lt;br /&gt;
[[Image:MW1-Microuzi-1.jpg|thumb|none|600px|Soap holds a Micro Uzi as he discovers a Russian soldier using the dreaded Ostrich Technique.]]&lt;br /&gt;
[[File:COD4MiniUziCoup.jpg|thumb|none|600px|Viktor Zakhaev with his Mini Uzi in &amp;quot;The Coup&amp;quot;.]]&lt;br /&gt;
[[File:COD4MiniUziMileHigh.jpg|thumb|none|600px|An Ultranationalist with a Mini Uzi in &amp;quot;Mile High Club&amp;quot;.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr mini uzi holding.jpg|thumb|none|600px|Holding the ''Remastered'' IMI Mini Uzi.]]&lt;br /&gt;
[[Image:Codmwr mini uzi aim.jpg|thumb|none|600px|Aiming, which still disregards the rear aperture unfortunately.]]&lt;br /&gt;
[[Image:Codmwr mini uzi reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:Codmwr mini uzi reloading 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:Codmwr mini uzi world.jpg|thumb|none|600px|IMI Mini Uzi on the ground, note the compensator cuts in the end of the muzzle.]]&lt;br /&gt;
[[File:MWRUzi.jpg|thumb|none|600px|Left side of the Mini-Uzi.]]&lt;br /&gt;
[[File:MWRUzi1.jpg|thumb|none|600px|And the right. The bolt looks like it is in half-battery, as if it can't make up its mind...]]&lt;br /&gt;
&lt;br /&gt;
==Skorpion SA Vz. 61==&lt;br /&gt;
Some enemies use the [[SA Vz.61 Skorpion]]. The side of the weapon reads &amp;quot;Zastava&amp;quot; and &amp;quot;Yugoslavia&amp;quot;, despite being modeled after the original Czech Vz. 61 Skorpion and not the Vz. 61 E / M84 variant that would have a black pistol grip. Its high short-range damage, lack of recoil, and extreme rate of fire make it effective up close, balanced by a slow reload, low capacity (twenty .32 ACP rounds), and weak long-range damage. The weapon also has very little muzzle climb. Due to an early bug in multiplayer, where its damage did not decrease when silenced, the weapon has been banned from all major competitive leagues. The ban is likely for its ability to cause fifty damage at close range (half the regular health, 1/4th of the damage in Old School, and kills in one shot on Hardcore).&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|none|350px|CZ Vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:CoD4-Skorpionb.jpg|thumb|none|600px|Skorpion SA Vz. 61 in &amp;quot;Blackout.&amp;quot;]]&lt;br /&gt;
[[Image:CoD4-Skorpionreload.jpg|thumb|none|600px|Reloading the Skorpion.]]&lt;br /&gt;
[[Image:CoD4-Skorpion.jpg|thumb|none|600px|A Russian Ultranationalist with his Skorpion in &amp;quot;Blackout.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Remastered Version===&lt;br /&gt;
[[File:MWRVz61.jpg|thumb|none|600px|The shiny new Skorpion Vz. 61]]&lt;br /&gt;
[[File:MWRVz61 1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MWRVz61 2.jpg|thumb|none|600px|Reloading, which shows more proper trademarks.]]&lt;br /&gt;
[[File:MWRVz61 3.jpg|thumb|none|600px|Charging the Vz. 61.]]&lt;br /&gt;
[[File:MWRVz61 4.jpg|thumb|none|600px|View of the right side of the Skorpion.]]&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;M1014.&amp;quot; It has a higher rate of fire than the W1200, but a lower magazine capacity (in multiplayer) and, like the W1200, a slow reload time. It is used by some Marines and by Soap MacTavish in &amp;quot;Safehouse.&amp;quot; The player never cocks the weapon on an empty reload, which would mean that a round isn't chambered and the gun couldn't fire. This gun is one of six weapons in multiplayer that can have a gold finish. In multiplayer the weapon holds four rounds but in singleplayer it holds seven rounds. This was also the only semi-automatic weapon, prior to a post-release patch, and in the remaster, to not have a ridiculous maximum rate of fire, as it's capped at 300 rounds a minute, as opposed to the 1200 RPM exhibited by the other semi-auto weapons. Said patch dropped the max ROF for the G3 and M14 down to 444 RPM due to these two weapons being ripe for exploit with modded controllers (or, on PC, the classic trick of binding &amp;quot;fire&amp;quot; to the mouse scroll wheel).&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|350px|Benelli M1014 - 12 gauge]]&lt;br /&gt;
[[Image:M1014.jpg|thumb|none|600px|M1014 information screen]]&lt;br /&gt;
[[Image:M1014-CoD4.jpg|thumb|none|600px|An &amp;quot;M1014&amp;quot; in &amp;quot;Safehouse&amp;quot;, having just been used to put several holes in the text at the top right corner of the screen.]]&lt;br /&gt;
[[File:COD4SASArmoury.jpg|thumb|none|600px|The M1014 in the third row under the Winchester 1200.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr benelli m4 super 90 holding.jpg|thumb|none|600px|Holding the ''Remastered'' Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Codmwr benelli m4 super 90 aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[Image:Codmwr benelli m4 super 90 reloading 1.jpg|thumb|none|600px|Loading in a 12 gauge shell.]]&lt;br /&gt;
[[Image:Codmwr benelli m4 super 90 reloading 2.jpg|thumb|none|600px|...and another. Unfortunately, there is still no animation to account for chambering the Benelli M4.]]&lt;br /&gt;
[[Image:Codmwr benelli m4 super 90 world.jpg|thumb|none|600px|Benelli M4 Super 90 on the ground.]]&lt;br /&gt;
[[File:MWRM1014.jpg|thumb|none|600px|Inspect animation of the M1014.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K (remastered only)==&lt;br /&gt;
A [[Saiga 12K]] converted to full-auto has been added to ''Modern Warfare Remastered'' via an update on February 7, 2017. It is referred to as &amp;quot;Kamchatka-12&amp;quot; in-game, and has an SLR-95 Thumbhole stock.&lt;br /&gt;
[[File:Saiga 12k-1.jpg|thumb|none|350px|Saiga 12K - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester 1200==&lt;br /&gt;
The [[Winchester_Model_1200/1300|Winchester 1200]] appears as the &amp;quot;W1200&amp;quot; and is used by some of the Marines and many enemies throughout the game. Gaz pulls out a Model 1200 in &amp;quot;Crew Expendable.&amp;quot; Lieutenant Vasquez carries one without the stock on his back, although he never uses it. It is powerful at close range, but is slow to reload and cannot even hit anything past ten meters. Marine use in-game can be considered erroneous, as the US Marine Corps use the [[Mossberg 590|Mossberg 590/590A1]].&lt;br /&gt;
[[Image:WinM1200B.jpg|thumb|none|350px|Heavily modified Winchester 1200 - 12 gauge]]&lt;br /&gt;
[[Image:MW1-W1200-1.jpg|thumb|none|600px|Gaz draws his Winchester 1200; he [[Aliens|likes to keep it for close encounters]].]]&lt;br /&gt;
[[Image:CoD4-W1200b.jpg|thumb|none|600px|A Winchester 1200 in &amp;quot;Charlie Don't Surf&amp;quot;.]]&lt;br /&gt;
[[Image:CoD4-W1200.jpg|thumb|none|600px|A Russian Ultranationalist armed with a W1200 in &amp;quot;One Shot, One Kill&amp;quot;.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr Winchester 1200 holding.jpg|thumb|none|600px|Holding the ''Remastered'' Winchester 1200.]]&lt;br /&gt;
[[Image:Codmwr Winchester 1200 aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[Image:Codmwr Winchester 1200 reloading 1.jpg|thumb|none|600px|Working the pump-action after a shot.]]&lt;br /&gt;
[[Image:Codmwr Winchester 1200 reloading 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:Codmwr Winchester 1200 world.jpg|thumb|none|600px|A pair of 1200s lies on a table. The new world model incorrectly has the pump in the rearward position while also showing the bolt in battery.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
Most enemies and incorrectly Russian soldiers use the [[AK-47]] instead of the AK-74M. It is also hybrid, featuring the early stamped receiver of a Type I AK-47, but the ribbed top cover from the later [[AKM]]. It fires 7.62x39mm rounds from a thirty-round magazine. Some of them have [[GP-30]] 40mm muzzle-loaded grenade launchers mounted on them. They feature a similar detonation safety as the M203 rounds, which is supposed to deter close-range use, but instead encourages it due to its lethal impact damage. It is powerful, relatively accurate, and the equivalent to the M16 rifle. The AK-47 has become an established favorite online, and especially in the competitive leagues, for many of the same reasons it has in the real world: it is powerful and flexible, offering dependable performance in nearly every situation. This gun is one of six weapons in multiplayer that can have a gold finish, this one most likely inspired by Saddam Hussein's gold-plated AK-47.&lt;br /&gt;
[[Image:AK-47.jpg|thumb|none|350px|AK-47 (Type I) - 7.62x39mm]]&lt;br /&gt;
[[Image:COD4AK-47-1.jpg|thumb|none|601px|An Ak-47 fitted with an GP-30 grenade launcher in &amp;quot;Charlie Don't Surf&amp;quot;.]]&lt;br /&gt;
[[Image:CoD4-Ak47.jpg|thumb|none|600px|A regular AK-47 in &amp;quot;All Ghillied Up&amp;quot;.]]&lt;br /&gt;
[[Image:COD4 - AK47 1.jpg|thumb|none|600px|During the second part of &amp;quot;The Bog,&amp;quot; an OpFor soldier takes aim with his AK-47, all the while questioning why his hand has suddenly become intangible.]]&lt;br /&gt;
&lt;br /&gt;
===AKM (remastered version)===&lt;br /&gt;
In ''Modern Warfare Remastered'', the AK-47's weapon model has been changed to that of an [[AKM]], as indicated by the stamped receiver, the sloped flash hider and the straight stock.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|350px|Izhmash AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Codmwr AKM holding.jpg|thumb|none|600px|Holding the ''Remastered'' AKM.]]&lt;br /&gt;
[[Image:Codmwr AKM aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[Image:Codmwr AKM reloading 1.jpg|thumb|none|600px|Reloading. Note the steel-cased 7.62x39mm rounds. This is accurate; AK-type weapons are not designed to feed brass-cased ammunition, and feed steel-cased rounds far more reliably.]]&lt;br /&gt;
[[Image:Codmwr AKM reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[Image:Codmwr AKM world.jpg|thumb|none|600px|A trio of AKMs lie on the table, showing off their defining features.]]&lt;br /&gt;
[[File:MWRAKbattleworn.jpg|thumb|none|600px|An AKM found in multiplayer, featuring the &amp;quot;Battleworn&amp;quot; skin, a PBS-1 sound suppressor, and woodland camouflage.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK-74u&amp;quot;==&lt;br /&gt;
A mix-and-match of different Kalashnikovs appears in game as a submachine gun under the name &amp;quot;AK-74u.&amp;quot; While it handles like the other SMGs and its damage is modeled equivalent to the H&amp;amp;K MP5, the AK-74u penetrates walls and other cover like the other assault rifles, a trait it does not share with the other SMGs, though in return its sights also have more pronounced idle sway like an assault rifle. With decent power and accuracy, the AK-74u is an effective close- and medium-range weapon. In the campaign, it is mostly seen in the hands of Al-Asad's Middle East forces, and has a slower rate of fire than in multiplayer. One with a GP-30 is seen in the S.A.S. armory. It is modeled on the JG &amp;quot;AK Beta-F&amp;quot; airsoft rifle, which is an AKS-47 with a very short front end, an [[AKS-74U]] gas block/front sight, flash hider, and rear sight, and black polymer furniture with an RIS rail on the handguard. The version in game has bakelite magazines, which led to some to believe it actually was a 74; the curve of the magazine and grooves on the magwell give away that it is based on a 47.&lt;br /&gt;
[[File:Jg-ak47s-fs.jpg|thumb|none|350px|'''Airsoft''' JG &amp;quot;AK Beta-F&amp;quot; rifle.]]&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|350px|An actual AKS-74U for comparison - 5.45x39mm]]&lt;br /&gt;
[[Image:MW1-AK74U-1.jpg|thumb|none|600px|Soap reloads the &amp;quot;AK-74u&amp;quot; during the mission &amp;quot;Crew Expendable;&amp;quot; note the AK-74-style Bakelite magazine.]]&lt;br /&gt;
[[File:COD4WeaponsTable.jpg|thumb|none|600px|An AK-74u on a table.]]&lt;br /&gt;
[[File:COD4SASArmoury.jpg|thumb|none|600px|The AK-74u with a GP-30 above the G36C.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U (remastered version)===&lt;br /&gt;
In ''Modern Warfare Remastered'', the weapon is modeled after an actual [[AKS-74U]], but it is still has the original model's underfolding stock and black furniture. With the &amp;quot;Whiteout&amp;quot; weapon kit equipped in Multiplayer, the magazine is re-textured to look like a Magpul PMAG, with a black finish and a similar textured grip pattern. The key distinguishing difference is that the Soviet-style mag is pinched for the length of the projectile at the front, where a 5.45 PMAG has a uniform body thickness.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|350px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[Image:Codmwr AKS-74U holding.jpg|thumb|none|600px|Holding the ''Remastered'' AKS-74U.]]&lt;br /&gt;
[[Image:Codmwr AKS-74U aim.jpg|thumb|none|600px|Ironsights. Despite being remastered, the user still can't seem to aim properly with it, doing his best to ignore the rear sight notch...]]&lt;br /&gt;
[[Image:MWRAKS74Uads fixed.jpg|thumb|none|600px|Looking down while aiming with a high enough vertical sensitivity setting gives a better impression of what the sight picture should be.]]&lt;br /&gt;
[[Image:Codmwr AKS-74U reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:Codmwr AKS-74U reloading 2.jpg|thumb|none|600px|Chambering a new round after an empty reload.]]&lt;br /&gt;
[[Image:Codmwr AKS-74U world.jpg|thumb|none|600px|AKS-74U lies on the table, giving a good look at the proper 5.45mm magazine and AKMS-like underfolding stock.]]&lt;br /&gt;
[[File:MWRAKS74U.jpg|thumb|none|600px|View of the other side of the AKS-74U.]]&lt;br /&gt;
&lt;br /&gt;
==Colt AR-15A3==&lt;br /&gt;
The civilian [[M16 rifle series#Colt AR-15A3 Tactical Carbine|Colt AR-15A3]] (distinguishable by its 16 inch non-stepped heavy barrel) is one of the main assault rifles featured in the game. The AR-15A3 (a semi-automatic only weapon) is referred to as an &amp;quot;[[M4A1]]&amp;quot; (a full-auto firing weapon) in singleplayer, but as an &amp;quot;M4 Carbine&amp;quot; (a three-round burst firing weapon) in multiplayer, and while it actually fires full-auto in game, its fire selector switch is always set to semi-auto. The weapon features a [[M16 rifle series#Diemaco.2FColt_Canada_C8_Carbine|Colt Canada C8]] four-position collapsible stock, an [[M16A1]] pistol grip and M16A1 flash hider, a KAC RIS handguard, and lacks a bayonet lug. It also has KAC rail covers on whatever rails are not in use (meaning always one on the right side), but they are only visible from a third-person view, and is equpped with a KAC foregrip as standard, but it is ''not'' visible in third person. If selected, the AR-15A3 can use an M203 grenade launcher; the third-person model of the launcher is oddly scaled down to about half the proper size, though the first-person model is scaled correctly. If optics are attached, the front sight/gas block is removed to provide a clearer sight picture, however this raises the same issue as the M16A4 above.&lt;br /&gt;
Attachments available for the AR-15A3 in the multiplayer are: a Sightmark Sure Shot reflex sight, a Trijicon 4x32 ACOG, an M203 grenade launcher, or a suppressor. As expected, the Sure Shot and ACOG replace the carrying handle, the M203 replaces the KAC foregrip, and the Suppressor replaces the M16A1 flash hider. In singleplayer it appears in one of four specialized versons. There is a fifth, unused version called &amp;quot;M4 SOPMOD,&amp;quot; that has the same attachments as the weapon of the same name in the actual game, except having iron sights. It can be seen in the SAS armory and can be acquired through the &amp;quot;Give All&amp;quot; cheat in the developer's console on the PC version while on the level &amp;quot;All In.&amp;quot;&lt;br /&gt;
[[Image:ColtAR-15A3TacticalCarbine.jpg|thumb|none|350px|Colt AR-15A3 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|350px|Colt M4A1 for comparison - 5.56x45mm NATO)]]&lt;br /&gt;
[[Image:CoD4-M4A1regular.jpg|thumb|none|600px|&amp;quot;M4A1 Carbine&amp;quot;, the regular AR-15A3 is a common US Marine weapon and &amp;quot;Soap&amp;quot; MacTavish's final mission weapon. It is fitted with a Tasco Red Dot reflex scope, an AN/PEQ-2A IR designator, and a KAC foregrip.]]&lt;br /&gt;
[[Image:CoD4-M4A1SOFMOD.jpg|thumb|none|600px|&amp;quot;M4A1 SOPMOD&amp;quot;, used by some of the SAS soldiers and could be considered &amp;quot;Soap&amp;quot; MacTavish's signature weapon. It is fitted with a Sightmark Sure Shot reflex sight, an AN/PEQ-2A IR designtor, an M203 grenade launcher (plus leaf sight), and a suppressor.]]&lt;br /&gt;
[[Image:CoD4-M4Grenadier.jpg|thumb|none|600px|&amp;quot;M4A1 Grenadier&amp;quot;, used by a few of the US Marines and is Captain Price's signature weapon, along with his 1911. It is fitted with an EOTech 552 holographic sight, an AN/PEQ-2A IR designator, and an M203 grenade launcher (plus leaf sight).]]&lt;br /&gt;
[[Image:COD4M4A1-3.jpg|thumb|none|600px|&amp;quot;M4A1 Suppressed&amp;quot;, only used by non-player characters (NPCs). It is fitted with a Tasco Red Dot reflex scope, an AN/PEQ-2A IR designator, a KAC foregrip, and a suppressor. It can be acquired through the &amp;quot;Give All&amp;quot; cheat in the developer's console on the PC version while on any level it is featured in.]]&lt;br /&gt;
[[Image:Cod4-unusedM4.jpg|thumb|none|600px|An unused variant of the &amp;quot;M4A1 SOPMOD&amp;quot; acquired by the &amp;quot;Give All&amp;quot; cheat and has the same features as the regular variant, but has iron sights instead of a Sightmark Sure Shot reflex sight.]]&lt;br /&gt;
[[Image:COD4M4A1-4.jpg|thumb|none|600px|A US Recon Marine armed with an AR-15A3 Grenadier. Note the very goofed up proportions of the weapon (and M203) and the right side of the weapon is a mirror of the left side as mentioned with the M16A4. Also note the lack of front sight/gas block and the fire selector switch set on semi-auto rather than full-auto.]]&lt;br /&gt;
[[Image:COD4 - M4A1 1.jpg|thumb|none|600px|Captain Price with his signature AR-15A3 Grenadier in &amp;quot;No Fighting in the War Room.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 (remastered version)===&lt;br /&gt;
In ''Modern Warfare Remastered'', the weapon is correctly modeled after an [[M4A1]].&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|350px|Colt M4A1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Codmwr Colt M4A1 holding 1.jpg|thumb|none|600px|Holding the ''Remastered'' M4A1 in the ''Remastered'' &amp;quot;Charlie Don't Surf&amp;quot;, still featuring the unique-to-singleplayer red dot scope. Note that while it may seem as if the gas block has been incorrectly removed ''again'' when mounting optics, a low-profile gas block is actually mounted in place of the regular one. This model only applies to the player's rifle and not any NPCs who have a similar setup and they retain the front sight post.]]&lt;br /&gt;
[[Image:Codmwr Colt M4A1 holding 2.jpg|thumb|none|600px|Holding another variant, this time with an EOtech holographic sight and an M203.]]&lt;br /&gt;
[[Image:Codmwr Colt M4A1 reloading 1.jpg|thumb|none|600px|Reloading. Here we see one of nature's more uncommon sights, being a fire selector correctly set to auto.]]&lt;br /&gt;
[[Image:Codmwr Colt M4A1 world.jpg|thumb|none|600px|An M4A1 in the first singleplayer configuration lies on the table. Note that the foregrip is missing, and how the front sight gas block is still attached in third-person, rather than the low-profile one shown in first-person. Also note that in this configuration, the red dot is sitting too low to properly co-witness with the front sight and would make aiming the dot extremely difficult.]]&lt;br /&gt;
[[File:MWRM4M203.jpg|thumb|none|600px|Inspect animation of a M4A1/M203 combo, showing off that the former has modeled the right side of the receiver in the player model unlike in the original.]]&lt;br /&gt;
&lt;br /&gt;
==FN LAR (remastered only)==&lt;br /&gt;
The [[FN FAL#FN LAR|FN LAR]] has been added to ''Modern Warfare Remastered'' via an update on February 7, 2017. It is referred to as &amp;quot;XM-LAR&amp;quot; in-game, and has the handguard and charging handle of a [[FN FAL#DSA SA58 OSW|DSA SA58 OSW]].&lt;br /&gt;
[[File:FN-LAR.jpg|thumb|none|400px|FN LAR (Light Automatic Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎‎|thumb|none|350px|DSArms SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36#Heckler &amp;amp; Koch G36C|H&amp;amp;K G36C]] is the first weapon the player get to use in the campaign. It is Gaz's signature weapon, and also used by other SAS soldiers, the Russian loyalists in the mission &amp;quot;Safehouse&amp;quot; and by many enemies late in the game. It anachronistically appears in both missions set in 1996, despite the G36 series not entering Bundeswehr service until 1997, and the G36C itself not being introduced until 2001. It is always equipped with a Tasco red dot scope in single-player. It has slightly heavier recoil than the [[M16 rifle series#Colt AR-15A3 Tactical Carbine|Colt AR-15A3]], but a higher rate of fire and much less sight sway. It is modeled with equal damage to the AR-15A3, reflecting its intermediate status as a carbine. It is incorrectly depicted with a magazine that is released by flicking the weapon downwards akin to an AR magazine; G36 magazines are removed by actuating the paddle forward of the trigger guard, similar to the [[AK-47]]. It is clearly missing the front sight and because of how low the red dot sits, you should be able to see the rear sight, but the Remastered Edition corrects this by adding back the front sight and put the red dot on a riser. &lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|350px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MW1-G36-1.jpg|thumb|none|600px|&amp;quot;Soap&amp;quot; MacTavish holds a G36C fitted with a Tasco red dot scope during the mission &amp;quot;FNG&amp;quot; as he looks over a second cut section of the tutorial, movement training. Both training areas on the South side of the complex were cut from the final game (though the areas themselves are still present), but were re-added in the ''Remastering''.]]&lt;br /&gt;
[[Image:MW1-G36-2.jpg|thumb|none|600px|Soap reloads his G36C on the firing range; note the fire selector set to semi-auto. The &amp;quot;translucent&amp;quot; magazine is rather obviously just a solid box with bullet textures on the sides. Note the lack of the front iron sight.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered Version===&lt;br /&gt;
[[File:MWRG36C.jpg|thumb|none|600px|H&amp;amp;K G36C in idle.]]&lt;br /&gt;
[[File:MWRG36C1.jpg|thumb|none|600px|Aiming the G36C, perhaps one of the most prolific sight pictures in modern first person shooters.]]&lt;br /&gt;
[[File:MWRG36C2.jpg|thumb|none|600px|Disregarding the established bays next to him, this Marine lets the range safety officer know who is boss...]]&lt;br /&gt;
[[File:MWRG36C3.jpg|thumb|none|600px|Reloading a fresh translucent magazine.]]&lt;br /&gt;
[[File:MWRG36C4.jpg|thumb|none|600px|Giving the charging handle a tug.]]&lt;br /&gt;
[[File:MWRG36C5.jpg|thumb|none|600px|Right side of the G36.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3#Heckler &amp;amp; Koch HK91|Heckler &amp;amp; Koch HK91A3]], noted by lack of paddle magazine-release, collapsible stock, and two position fire selector (which is always set to safe, even with the animation for picking one up off the ground showing the player release the safety with his left hand), incorrectly designated as a &amp;quot;[[G3]]&amp;quot; in-game, is a common battle rifle used by the enemy factions. While firing on full-auto in single-player, in multiplayer it is restricted to semi-auto, but with a greatly increased maximum rate of fire (1200RPM vs 600RPM). The HK91A3 fires 7.62x51mm NATO from a twenty-round magazine. In the game, the base damage from this weapon is inaccurately equivalent to both the [[AK-47]] and [[M16A4]], though it seems to have better damage at range. The [[M14]], which fires the same ammunition and is in the same class, is accurately modeled as more powerful than rifles firing intermediate cartridges such as the 5.56x45mm NATO or the 7.62x39mm Soviet. The in-game weapon accurately reflects the high accuracy of the G3 however the amount of recoil is inaccurately portrayed as being very low when firing.&lt;br /&gt;
[[Image:HK91A3.jpg|thumb|350px|none|HK91-A3 with factory telescoping Stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:COD4G3.jpg|thumb|none|600px|&amp;quot;G3&amp;quot; as in-game.]]&lt;br /&gt;
[[Image:G3-CoD4.jpg|thumb|none|601px|Holding the HK91A3 in &amp;quot;All Ghillied Up&amp;quot;.]]&lt;br /&gt;
[[Image:HK91A3-CoD4.jpg|thumb|none|600px|Sgt. Paul Jackson reloads his captured HK91A3 in &amp;quot;Shock and Awe&amp;quot;. Note the lack of a paddle release, indicating that it is an HK91A3 instead of a G3A3 as previously written.]]&lt;br /&gt;
[[Image:COD4 - G3 1.jpg|thumb|none|600px|An OpFor soldier wields a HK91A3 in &amp;quot;The Bog.&amp;quot;]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
Whereas most of the above weapons were replaced with the proper models they were named after for ''Remastered'', the HK91A3 has made it into the new version with no significant modifications to turn it into a different weapon. That said, the &amp;quot;Battleworm&amp;quot; weapon kit gives it an early [[Heckler &amp;amp; Koch G3#Heckler &amp;amp; Koch G3|G3]] wooden buttstock and a [[CETME Rifle|CETME Model C]] handguard.&lt;br /&gt;
[[Image:Codmwr HK91A3 holding.jpg|thumb|none|600px|Holding the ''Remastered'' HK91A3.]]&lt;br /&gt;
[[Image:Codmwr HK91A3 aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[Image:Codmwr HK91A3 reloading 1.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[Image:Codmwr HK91A3 reloading 2.jpg|thumb|none|600px|Releasing the charging handle.]]&lt;br /&gt;
[[Image:Codmwr HK91A3 world.jpg|thumb|none|600px|An HK91A3 lies on the table. The continued lack of the paddle magazine release from an actual G3 like the game is still claiming it to be is apparent.]]&lt;br /&gt;
[[File:MWRHK91.jpg|thumb|none|600px|Equip animation of the HK91A3, where the character slaps the fire selector off of safe.]]&lt;br /&gt;
[[File:MWRHK91 1.jpg|thumb|none|600px|Why you would do this with the supporting hand instead of the dominant thumb is a mystery for another time.]]&lt;br /&gt;
[[File:MWRHK91 2.jpg|thumb|none|600px|Right side of the HK91, which shows the non ambidextrous fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14 rifle#M14 Rifle|M14]] appears exclusively in multiplayer with a black stock, silver Knight's Armaments RAS, a silver RAS scope mount, and black rail covers on the side rails. It fires 7.62x51mm from a twenty-round magazine, like the G3, but unlike the G3 is accurately portrayed as being significantly more powerful than the other assault rifles, and has a hefty recoil befitting the powerful cartridge. Like the G3, the semi-auto sniper rifles and pistols, its maximum rate of fire is a ridiculous figure of 1200 RPM. The bolt does not lock open upon emptying the weapon.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the weapon lacks the bayonet lug under the front sight, and the third-person model also lacks the fire-control lever, making it resemble the [[M14 rifle#Springfield Armory M1A|Springfield Armory M1A]] civilian version.&lt;br /&gt;
&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|350px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|350px|Springfield Armory M1A with synthetic stock - 7.62x51mm]]&lt;br /&gt;
[[Image:COD4MWM14.jpg|thumb|none|600px|M14 information screen in-game.]]&lt;br /&gt;
[[Image:M14rifle-Cod4.jpg|thumb|none|600px|An M14 in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered Version===&lt;br /&gt;
In ''Modern Warfare Remastered'', the weapon has the bayonet lug and correctly has the fire selector in third-person. The optic mount is now only present with an optic. An M14 with a torn-up wooden stock is present in the Multiplayer as part of the &amp;quot;Battleworn&amp;quot; weapon kit. Like in the original game, the bolt does not lock back upon being emptied.&lt;br /&gt;
&lt;br /&gt;
[[File:MWRM14.jpg|thumb|none|600px|M14 in idle.]]&lt;br /&gt;
[[File:MWRM14 1.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MWRM14 2.jpg|thumb|none|600px|Reloading a 20-round magazine.]]&lt;br /&gt;
[[File:MWRM14 3.jpg|thumb|none|600px|Chambering a round.]]&lt;br /&gt;
[[File:MWRM14 4.jpg|thumb|none|600px|Inspecting the M14. It still has the short SOCOM 16 style barrel of the original.]]&lt;br /&gt;
[[File:MWRM14 5.jpg|thumb|none|600px|The animation ends with a lovely brass check.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] is one of the available assault rifles in the game, used by many of the U.S. Recon Marines. Lt. Vasquez carries an M16A4/[[M203 grenade launcher|M203]] combo as his weapon of choice. In-game, the M16A4 is attributed with almost the same damage as the [[AK-47]] and [[G3A4]], despite the real weapon having far from the energy of either. In single-player, the M16A4 incorrectly fires fully automatic (like the M16A3), unlike in multiplayer, in which it is depicted accurately, firing in three-round burst mode. This makes an on-target salvo from the M16A4 very effective, but also makes misses much more costly, especially in close-quarters when pitted against full-auto weapons.&lt;br /&gt;
Optics mounted on the M16A4 remove the front sight and gas block, which would render the gun unable to cycle automatically after the first shot, and the shooter would have to manually rack the bolt to load the next round into the chamber, effectively making the gun bolt-action. In addition, when not equipped with an M203, the third-person model appears with the standard M16A2-style handguard instead of the KAC M5 railed handguard with covers that appears in first-person. When equipped with a M203, the old dedicated M203 heat shield is used instead of the KAC railed handguard, giving the weapon the appearance of an M16A2. The weapon also appears to be using an [[M16A1]] flash hider and it has an M16A1 carrying handle in third-person (if optics are not equipped). In the campaign, it is portrayed to fire in full auto and only burst in multiplayer. The same still applies to the Remastered edition. &lt;br /&gt;
[[Image:M16A4Standard.jpg|thumb|none|350px|M16A4 - 5.56x45mm NATO.]]&lt;br /&gt;
[[Image:COd4M4A1-1.jpg|thumb|none|601px|Jackson holds an M16A4 in the mission &amp;quot;War Pig.&amp;quot;]]&lt;br /&gt;
[[Image:COD4M4A1-2.jpg|thumb|none|600px|A promotional image showing a US Recon Marine firing his M16A4 during the mission &amp;quot;War Pig.&amp;quot; Notice that the right side of the weapon is a mirror of the left side, this error is also present on the Colt AR-15A3 Carbine (appears as &amp;quot;M4 Carbine&amp;quot; in-game). Additionally, note the American flag patch displayed on the Desert MARPAT uniform; the color scheme is inaccurate and US Marines do not wear flag patches on their uniforms in real life. There is also a M136 AT4 visible on the Marine's back.]]&lt;br /&gt;
[[Image:COD4M16A4-1.jpg|thumb|none|601px|A player character in multiplayer armed with an M16A4 fitted with an M203 &amp;quot;Noob Tube,&amp;quot; nicknamed such because direct or even reasonably-close hits with its grenades are instant kills.]]&lt;br /&gt;
[[Image:COD4M16A4-5.jpg|thumb|none|600px|Lieutenant Vasquez and another US Recon Marine, armed with M16A4 rifles during the mission &amp;quot;War Pig&amp;quot;. If you look closely at the helmet of Lieutenant Vasquez, you can see that he is wearing a Mich 2001 which is very inaccurate since the USMC uses both the Lightweight Helmet and Mich only.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The M16A4 in ''Modern Warfare Remastered'' comes standard with 2 less rail covers on the 3 and 9 o'clock rails, the fire selector properly set to &amp;quot;Burst&amp;quot;, and a slightly shorter rear sight (or slightly taller carry handle). The old heatshield is retained when the M203 is equipped, however the model is the same rail-mounted M203 as used on the rest of the assault rifles. This can clearly be seen with the &amp;quot;Battleworn&amp;quot; weapon kit equipped. Like the M4A1, the front sight is replaced with a low-profile gas block when using optics.&lt;br /&gt;
&lt;br /&gt;
[[Image:Codmwr M16A4 holding.jpg|thumb|none|600px|Holding the ''Remastered'' M16A4.]]&lt;br /&gt;
[[Image:Codmwr M16A4 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:Codmwr M16A4 reloading 1.jpg|thumb|none|600px|Reloading; the ''Remastered'' M16A4 seems to have gone back to its original G36C-like animations rather than continuing to share the M4's as it has for the last seven years. Given the fact that the weapon model is the same in campaign and multiplayer, the &amp;quot;Burst&amp;quot; setting becomes incorrect in the case of the campaign version that is fully-automatic.]]&lt;br /&gt;
[[Image:Codmwr M16A4 reloading 2.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[Image:Codmwr M16A4 world.jpg|thumb|none|600px|A pair of M16A4s attempting to replicate the IMFDB site logo.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] only appears in multiplayer, referred to as the &amp;quot;MP44&amp;quot; (as it was in earlier ''Call of Duty'' games). It is powerful with no sway whatsoever while aiming (which it shares with the burst firing M16 and the 2 semi-auto rifles in its class), but has high recoil and low accuracy during sustained fire. It appears as a nod to the previous Call of Duty games, and is also the same model of the STG-44 from ''[[Call of Duty 2]]''. It is incompatible with the attachments available for other assault rifles (another throwback to the earlier titles, where weapons could not be modified beyond adding scopes to bolt-action and semi-auto rifles), but it can still accept camouflage.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|350px|Sturmgewehr 44(MP44) - 7.92 Kurz]]&lt;br /&gt;
[[Image:MP44_CoD4.jpg|thumb|none|600px|MP-44 information]]&lt;br /&gt;
[[Image:MP44b-CoD4.jpg|thumb|none|600px|An MP44 in multiplayer.]]&lt;br /&gt;
[[Image:MP44c-CoD4.jpg|thumb|none|600px|Reloading the MP44 on the multiplayer map, &amp;quot;Countdown&amp;quot;. Note that the MP44 is reusing the reloading animation for the AK-47. The MP44 also reuses the AK-47's firing sound.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered Version===&lt;br /&gt;
[[File:MWRMP44.jpg|thumb|none|600px|The ''Remastered'' Sturmgewehr 44.]]&lt;br /&gt;
[[File:MWRMP44 1.jpg|thumb|none|600px|StG-44 iron sights.]]&lt;br /&gt;
[[File:MWRMP44 2.jpg|thumb|none|600px|Reloading an 8mm Kurz magazine.]]&lt;br /&gt;
[[File:MWRMP44 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWRMP44 5.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:MWRMP44 6.jpg|thumb|none|600px|Showing off the prized MP44.]]&lt;br /&gt;
[[File:MWRMP44 7.jpg|thumb|none|600px|The right side shows the dust cover is absent, unfortunately.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
A programming bug makes all weapon scopes use the &amp;quot;scope_overlay_m40a3&amp;quot; image (the M40A3 reticle) rather than their own; the game files contain ''seven'' other reticle models, including two separate ones for the M21. Unfortunately, this error was not corrected in the remastered edition.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1==&lt;br /&gt;
The [[Barrett M82]] appears once in the single player mission &amp;quot;One Shot, One Kill&amp;quot; as a stationary weapon (with variable zoom and unlimited ammunition), which Lieutenant Price uses to take the titular shot. It is an unlockable weapon in multiplayer, where it is the most powerful rifle available. Much is made of the supposedly realistic ballistics in &amp;quot;One Shot, One Kill;&amp;quot; a long list of factors affecting the shot is given, but the only two actually accounted for are bullet drop due to range and deflection due to wind; the weapon does fire modelled projectiles in this sequence rather than using hitscans. The actual purpose of the long-range shot is rather less than realistic; the first shot the player fires which intersects Zakhaev's hitbox will always curve and hit his arm no matter where it was aimed, while all subsequent shots, regardless of aim, will curve away and miss him. This odd &amp;quot;force field&amp;quot; is later seen again when the player is tasked with firing RPGs at a Mi-24 Hind with Zakhaev in it, and they will always curve away from it to miss.&lt;br /&gt;
[[Image:M82a1.jpg|thumb|none|350px|Barrett M82A1 - .50 BMG]]&lt;br /&gt;
[[Image:Barret50cal.jpg|thumb|none|600px|M82A1 information screen]]&lt;br /&gt;
[[Image:Chernm82.jpg|thumb|none|600px|The M82A1 used in &amp;quot;One Shot, One Kill&amp;quot;. A photo of the target is to the weapon's left. Apparently this weapon comes with two bipods, as one is folded up against the weapon, and one is deployed. The front sight is also up, when it should be down, as it obstructs the scope's view. This Barrett apparently also has the ability to remain level despite not resting on anything.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In ''Modern Warfare Remastered'''s multiplayer, the &amp;quot;Assassin&amp;quot; weapon kit places the M82A1 into a fictional chassis that features a full length RIS rail, giving it some resemblance to the [[Barrett M107]].&lt;br /&gt;
[[File:MWRM82.jpg|thumb|none|600px|Barrett M82 on the updated MP map ''Ambush.'']]&lt;br /&gt;
[[File:MWRM82 1.jpg|thumb|none|600px|Looking down the scope at what's left of the Abrams' armament.]]&lt;br /&gt;
[[File:MWRM82 2.jpg|thumb|none|600px|M82 mid-firing. A .50 BMG shell can be seen just through the rear sight.]]&lt;br /&gt;
[[File:MWRM82 4.jpg|thumb|none|600px|Unloaded a spent magazine.]]&lt;br /&gt;
[[File:MWRM82 3.jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:MWRM82 5.jpg|thumb|none|600px|Charging the Barrett.]]&lt;br /&gt;
[[File:MWRM82 6.jpg|thumb|none|600px|&amp;quot;Tickling&amp;quot; the M82.]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVD==&lt;br /&gt;
All enemy snipers use the [[SVD Dragunov|Dragunov SVD]]. Its random recoil makes it difficult to use. This gun is one of the six weapons in multiplayer that can have a gold finish.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|350px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:COD4SVD-2.jpg|thumb|none|600px|SVD Dragunov in-game.]]&lt;br /&gt;
[[Image:COD4SVD-1.jpg|thumb|none|601px|Jackson armed with an SVD Dragunov in-game.]]&lt;br /&gt;
[[File:COD4SVDTable.jpg|thumb|none|601px|The SVD on a table with a few spare mags.]]&lt;br /&gt;
[[Image:SVD-COD4.jpg|thumb|none|601px|A Russian Ultranationalist holds an SVD Dragunov during &amp;quot;All Ghilled Up.&amp;quot;]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr Dragunov SVD holding.jpg|thumb|none|600px|Holding the ''Remastered'' SVD.]]&lt;br /&gt;
[[Image:Codmwr Dragunov SVD aim.jpg|thumb|none|600px|A view through the still incorrectly-reticuled PSO-1 scope.]]&lt;br /&gt;
[[Image:Codmwr Dragunov SVD reloading 1.jpg|thumb|none|600px|Replacing the magazine.]]&lt;br /&gt;
[[Image:Codmwr Dragunov SVD reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[Image:Codmwr Dragunov SVD world.jpg|thumb|none|600px|SVD lies on the table.]]&lt;br /&gt;
[[File:MWRSVD.jpg|thumb|none|600px|Inspecting the Dragonuv, which has the same thumb animation as the M82.]]&lt;br /&gt;
&lt;br /&gt;
==M21==&lt;br /&gt;
The [[M14 Rifle#M21 Designated Marksman Rifle/M25 Sniper Rifle|M21 Sniper Rifle]] appears in this game in both suppressed and unsuppressed versions. Both SAS and Marine snipers use it. It is a top of the line M14 rifle fitted with a scope (and a silver RAS mount for that scope), silver Knight's Armaments RAS, black rail covers on the side rails, and a smaller ten-round magazine. It is fitted with a &amp;quot;Leupold Mark 4 6.5-20x50mm ER/T&amp;quot; scope. The rear end seems to be enlarged in game, most likely something to do with the scoping-in animations working properly, and the whole thing is also mirrored. Similarly to the M14, the third-person model lacks the fire selector (though it actually has a bayonet lug), making it resemble a scoped Springfield Armory M1A.&lt;br /&gt;
[[Image:Xm21rifle.jpg|thumb|none|350px|M21 Sniper Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:COD4MWM21.jpg|thumb|none|600px|M21 information screen]]&lt;br /&gt;
[[Image:COD4M21-2.jpg|thumb|none|600px|M21 rifle in multiplayer]]&lt;br /&gt;
[[Image:CoD4-suppressedM21.jpg|thumb|none|600px|Price's suppressed M21 in &amp;quot;All Ghillied Up&amp;quot;.]]&lt;br /&gt;
[[Image:CoD4-M21McMillian.jpg|thumb|none|600px|Captain MacMillian with his suppressed M21 in &amp;quot;All Ghilled Up.&amp;quot;]]&lt;br /&gt;
[[Image:CoD4-M21Reload.JPG|thumb|none|600px|Reloading the standard M21. If you pay close attention, you can see that the magazine release lever is stuck forward when the magazine is removed, which is also the case for the M14. This would indicate the lever is broken, therefore useless at its sole function and the magazine is only kept in place during normal gameplay by some form of magic.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered Version===&lt;br /&gt;
The third-person model in 'Modern Warfare Remastered'' now correctly displays the fire selector in third-person.&lt;br /&gt;
[[File:MWRM21.jpg|thumb|none|600px|M21 in the ''Remastered'' multiplayer.]]&lt;br /&gt;
[[File:MWRM21 1.jpg|thumb|none|600px|Scope view.]]&lt;br /&gt;
[[File:MWRM21 2.jpg|thumb|none|600px|Reloading the M21.]]&lt;br /&gt;
[[File:MWRM21 3.jpg|thumb|none|600px|Brass-check animation; same as the M14, although the scope and its rail unfortunately block most of the view.]]&lt;br /&gt;
&lt;br /&gt;
==M40A3==&lt;br /&gt;
The [[Remington 700#M40A3|M40A3]] is only usable in multiplayer, most likely due to a USMC sniper mission being cut from singleplayer, and is similar in performance to the R700. It is more accurate and nearly as powerful. It holds five rounds of 7.62x51mm NATO in an integral box-magazine and has to be loaded one bullet at a time. One with a black stock can be seen in the SAS armory. In multiplayer, it is the most popular sniper rifle, due to an oversight that increases its base damage when attached with an ACOG scope.&lt;br /&gt;
[[Image:M40a3.jpg|thumb|none|350px|M40A3 - 7.62x51]]&lt;br /&gt;
[[Image:COD4M40A3.jpg|thumb|none|600px|M40A3 rifle in game.]]&lt;br /&gt;
[[Image:M40A3-CoD4.jpg|thumb|none|600px|An M40A3 in the multiplayer map, &amp;quot;Crash&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In ''Modern Warfare Remastered'''s multiplayer, the &amp;quot;Assassin&amp;quot; weapon kit places the M40A3 into a custom chassis similar in style to the Cadex Defence Strike Dual rifle chassis.&lt;br /&gt;
[[File:MWRM40A3.jpg|thumb|none|600px|M40A3 in idle.]]&lt;br /&gt;
[[File:MWRM40A3 5.jpg|thumb|none|600px|Aiming the M40A3.]]&lt;br /&gt;
[[File:MWRM40A3 1.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:MWRM40A3 2.jpg|thumb|none|600px|Reloading, note the 7.62x51 cartridge in the character's hand.]]&lt;br /&gt;
[[File:MWRM40A3 3.jpg|thumb|none|600px|The M40A3's inspect animation.]]&lt;br /&gt;
[[File:MWRM40A3 4.jpg|thumb|none|600px|Similar to the M14/M21, the user performs a chamber-check.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700P==&lt;br /&gt;
The [[Remington 700#Remington Model 700P|Remington Model 700P]] appears as the &amp;quot;R700.&amp;quot; It is very powerful but has the shakiest scope view, heavy recoil, and frequently misses where it as actually shooting. It only appears once in single player, used by &amp;quot;Soap&amp;quot; MacTavish at the beginning of &amp;quot;Sins of the Father.&amp;quot; It holds four rounds of 7.62x51mm NATO in an integral box magazine and has to be loaded one bullet at a time. The caliber is determined based on the size of the bolt and breech. Though the M40A3 is very much the same weapon, they have slightly different attributes in-game.&lt;br /&gt;
[[Image:Rem700.jpg|thumb|none|350px|Remington Model 700P LTR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:COD4MWR700.jpg|thumb|none|600px|R700 information screen.]]&lt;br /&gt;
[[Image:COD4Rem700-2.jpg|thumb|none|600px|Remington Model 700P in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
Similarly to the M40A3, the &amp;quot;Assassin&amp;quot; weapon kit places the Remington 700 into a chassis comparable to the Cadex Defence Strike Dual rifle chassis.&lt;br /&gt;
[[File:MWRR700.jpg|thumb|none|600px|The updated Remington 700.]]&lt;br /&gt;
[[File:MWRR700 1.jpg|thumb|none|600px|Cycling the bolt; same as the M40A3.]]&lt;br /&gt;
[[File:MWRR700 2.jpg|thumb|none|600px|Reloading the R700.]]&lt;br /&gt;
[[File:MWRR700 3.jpg|thumb|none|600px|Inspecting; unlike the M40, the user does not perform a brass check.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Degtyarev RPD==&lt;br /&gt;
The Degtyarev [[RPD Light Machine Gun]] is the enemy's support weapon. It fires 7.62x39mm rounds from a hundred-round belt box. Mounted RPDs are usable in &amp;quot;Shock and Awe&amp;quot; and &amp;quot;Safehouse.&amp;quot; It is the most accurate machine gun when aiming down the sight (even without an ACOG or red dot sight), but has poor hip-fire accuracy and takes almost ten seconds to reload. It is incorrectly seen in the hands of Russian troops in 1996 and 2011, who have actually switched to the [[PKM]] decades before.&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|350px|RPD Light Machine Gun - 7.62x39mm]]&lt;br /&gt;
[[Image:COD4RPD.jpg|thumb|none|600px|In game description]]&lt;br /&gt;
[[Image:RPD-CoD4.jpg|thumb|none|600px|The RPD in-game.]]&lt;br /&gt;
[[File:COD4RPDSights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:COD4RPDReload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:COD4RPD-1.jpg|thumb|none|600px|An OpFor soldier aiming an RPD in &amp;quot;The Bog&amp;quot;, accepting the fact that his hand has become one with the magazine.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr RPD holding.jpg|thumb|none|600px|Holding the ''Remastered'' Degtyarev RPD.]]&lt;br /&gt;
[[Image:Codmwr RPD aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[Image:Codmwr RPD reloading 1.jpg|thumb|none|600px|Replacing the belt.]]&lt;br /&gt;
[[Image:Codmwr RPD reloading2.jpg|thumb|none|600px|Charging the weapon. No, these screenshots aren't in reverse order for no reason; the reload has actually been modified so the handle is racked ''after'' replacing the belt, owing to how the RPD operates in reality (or perhaps to how everyone complained that the original ''CoD4'''s LMGs were breaking all the rules after nearly everything else followed the pattern of &amp;quot;replace ammo, then rechamber if empty&amp;quot; for the previous three and four-fifths games).]]&lt;br /&gt;
[[Image:Codmwr RPD world.jpg|thumb|none|600px|An RPD on the ground.]]&lt;br /&gt;
[[File:MWRRPD.jpg|thumb|none|600px|Left side of the RPD.]]&lt;br /&gt;
[[File:MWRRPD 1.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
&lt;br /&gt;
==M60E3==&lt;br /&gt;
The [[M60 machine gun|M60E3]] appears, incorrectly referred to as the M60E4, which has a much shorter barrel and larger handguard than the E3. It only appears once in single player, at the end of the game, used by one of the soldiers accompanying Zakhaev. It has a higher rate of fire in single player than in multiplayer. It fires 7.62x51mm rounds from a hundred-round belt box. It is the strongest machine gun, but it suffers from damage drop-off at long ranges and also takes almost ten seconds to reload. This gun is one of the six weapons in multiplayer that can have a gold finish.&lt;br /&gt;
[[Image:USOM60E3.jpg|thumb|none|350px|M60E3 machine gun with the full length barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:COD4M60E4.jpg|thumb|none|600px|M60E3 as ingame. Note that it lacks the vertical grip that's on the real one, although it can have a grip attached by the attachment &amp;quot;Grip&amp;quot;.]]&lt;br /&gt;
[[Image:M60E4-CoD4.jpg|thumb|none|600px|An M60E3 in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered Version===&lt;br /&gt;
[[File:MWRM60.jpg|thumb|none|600px|Looking at the Chernobyl V.I. Lenin Nuclear Power Station, M60E3 in hand.]]&lt;br /&gt;
[[File:MWRM60 1.jpg|thumb|none|600px|M60 iron sights.]]&lt;br /&gt;
[[File:MWRM60 2.jpg|thumb|none|600px|Tugging the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:MWRM60 3.jpg|thumb|none|600px|Placing a new 100-round box magazine.]]&lt;br /&gt;
[[File:MWRM60 4.jpg|thumb|none|600px|Feeding in the 7.62x51mm belt.]]&lt;br /&gt;
[[File:MWRM60 5.jpg|thumb|none|600px|Closing the top cover of the M60.]]&lt;br /&gt;
[[File:MWRM60 6.jpg|thumb|none|600px|Right side view.]]&lt;br /&gt;
&lt;br /&gt;
==M249E2 SAW==&lt;br /&gt;
The [[M249 SAW|M249E2]] appears in the game, used by the US Marines (Most notably Staff Sergeant Griggs) and members of the SAS (standing in for the FN Minimi). The M249 loads a hundred-round belt of 5.56x45mm. Its rate of fire is greater than the RPD or M60 but does less damage. Its recoil is greater in single player than in multiplayer. It can mount a grip, ACOG scope, or red dot sight.&lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|350px|M249 SAW(Squad Automatic Weapon) - 5.56x45mm (note heat shield over barrel and bent, finger grooved handle. The FN Minimi lacks these features and has a straight 90 degree handle.)]]&lt;br /&gt;
[[Image:COD4MSAW.jpg|thumb|none|350px|M249 SAW as used in-game.]]&lt;br /&gt;
[[Image:CoD4-M249.jpg|thumb|none|600px|An M249E2 SAW in &amp;quot;War Pig.&amp;quot;]]&lt;br /&gt;
[[File:COD4M249Sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:COD4M249Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:CoD4-M249soldier.jpg|thumb|none|600px|A US Marine fires his M249 SAW at OpFor forces.]]&lt;br /&gt;
[[Image:COD4 - M249 1.jpg|thumb|none|600px|Staff Sergeant Griggs aims his M249 as the doors to the launch facilities control room open.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr M249E2 holding.jpg|thumb|none|600px|Holding the ''Remastered'' FN M249E2 SAW.]]&lt;br /&gt;
[[Image:Codmwr M249E2 aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[Image:Codmwr M249E2 reloading 1.jpg|thumb|none|600px|Replacing the belt.]]&lt;br /&gt;
[[Image:Codmwr M249E2 reloading 2.jpg|thumb|none|600px|Flipping the top cover closed.]]&lt;br /&gt;
[[File:MWRM249 1.jpg|thumb|none|600px|Pulling the charging handle. Like the RPD, in ''Remastered'' it is now done after replacing the belt.]]&lt;br /&gt;
[[Image:Codmwr M249E2 world.jpg|thumb|none|600px|FN M249E2 SAW lies on the ground.]]&lt;br /&gt;
[[File:MWRM249.jpg|thumb|none|600px|Inspecting the M249 SAW, showing off the detail inside the receiver. Note the character actually pressing the latches that open the top cover with his left hand, another one of nature's unusual sights in video games.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==GP-30 Grenade Launcher==&lt;br /&gt;
The [[GP-series grenade launcher#GP-30|GP-30 grenade launcher]] is seen on the AK-47 only and is mislabelled as a GP-25; the quadrant sight for the launcher is mounted on the right-hand side of the weapon, while the GP-25's would be mounted on the left. One is also seen mounted on an &amp;quot;AK-74u&amp;quot; in the SAS armory. While the grenades do the same damage as the M203's, the GP-30 has a much faster draw time, but slightly slower reload.&lt;br /&gt;
[[Image:Gp-30 ak-74.jpg|thumb|none|350px|GP-30 grenade launcher mounted on an [[AK-74]] - 40mm &amp;amp; 5.45x39mm]]&lt;br /&gt;
[[Image:CoD4-GP-25.jpg|thumb|none|601px|The GP-30 mounted on an AK-47 as the player reloads it. Note this uses an M203 grenade model rather than anything the GP-30 could actually fire.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr GP-30 holding.jpg|thumb|none|600px|GP-30 mounted on an AKM.]]&lt;br /&gt;
[[Image:Codmwr GP-30 2.jpg|thumb|none|600px|Reloading the GP-30 after firing. Nine years after its introduction to the series, the GP-30 ''finally'' gets to load with a proper VOG-25 grenade, as well as not being flicked anymore as if it could eject a spent casing.]]&lt;br /&gt;
[[Image:Codmwr GP-30 3.jpg|thumb|none|600px|Sliding the new round into the weapon.]]&lt;br /&gt;
[[Image:Codmwr GP-30 1.jpg|thumb|none|600px|An AKM with a mounted GP-30 lies on a table.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher (Airsoft)==&lt;br /&gt;
An airsoft version of the [[M203 grenade launcher|M203 grenade launcher]], distinguishable by its distinctive RIS mount, appears as the standard grenade launcher for every weapon except the [[AK-47]]. Since a direct hit with even an unarmed shot is an instant kill, the M203 has earned the nickname &amp;quot;Noob Tube.&amp;quot; Equipping an M203 prevents that class from using Perk 1. When mounted on the [[M16 rifle series#Colt AR-15A3 Tactical Carbine|AR-15A3]] and [[M16A4]], the third-person model's lower receiver height is stretched and gives it a somewhat silly appearance, and the M203 itself is too small in scale in third-person, by about half. It also lacks a trigger guard.&lt;br /&gt;
[[Image:G&amp;amp;P_M203.jpg|thumb|none|350px|'''Airsoft''' M203 made by G&amp;amp;P - (fake) 40x46mm. Note the RIS mount, the one in-game is missing the knobs for some reason, but the rest of the mount is present. It's also worth noting that G&amp;amp;P's version of the launcher comes with the trigger guard removed, meaning this is most likely the exact make and model of airsoft M203 used to model the in-game one.]]&lt;br /&gt;
[[Image:COD4M4A1-4.jpg|thumb|none|600px|A US Recon Marine armed with an AR-15A3, fitted with an EOTech 552, an M203, and an AN/PEQ-2A.]]&lt;br /&gt;
[[Image:COD4M203.jpg|thumb|none|601px|M203 mounted on M16A4.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr m203 holding.jpg|thumb|none|600px|M203 mounted on M16A4.]]&lt;br /&gt;
[[Image:Codmwr m203 reloading 1.jpg|thumb|none|600px|Dropping a fired case.]]&lt;br /&gt;
[[Image:Codmwr m203 reloading 2.jpg|thumb|none|600px|Inserting a new cartridge.]]&lt;br /&gt;
[[Image:Codmwr m203 2.jpg|thumb|none|600px|M203 in game. It is still modeled after an airsoft version, as indicated by the RIS mount and the lack of a trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] anti-tank guided missile launcher is used in the single-player missions &amp;quot;War Pig&amp;quot; and &amp;quot;Heat&amp;quot; to destroy enemy tanks; it is single-shot and requires a lock-on to fire and can only lock onto (and thus fire at) those tanks; in-game the entire unit, launch tube and command launch unit combined, is discarded after firing for the user to pull a new fully-formed one out of nowhere. A direct-attack mode Javelin can be found near the missile silos on &amp;quot;All In.&amp;quot;&lt;br /&gt;
[[Image:Javalin.jpg|thumb|none|350px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[Image:JavelinCoD.jpg|thumb|none|600px|CoD4's Javelin is stuck in top-attack mode, hence the vertical trail from the descending missile.]]&lt;br /&gt;
[[File:COD4JavelinADS.jpg|thumb|none|600px|Javelin in ADS.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:Codmwr FGM-148 Javelin holding.jpg|thumb|none|600px|Holding the ''Remastered'' Javelin.]]&lt;br /&gt;
[[File:Codmwr FGM-148 Javelin aim.jpg|thumb|none|600px|Aiming at some OpFor tanks.]]&lt;br /&gt;
[[File:Codmwr FGM-148 Javelin world.jpg|thumb|none|600px|A Javelin on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
[[FIM-92A Stinger]]s appear in enemy weapons caches in &amp;quot;Hunted&amp;quot; and &amp;quot;All Ghillied Up,&amp;quot; though using one in the latter mission runs counter to its stealth aspect. They are used against enemy helicopters, one of which is on the ground with multiple trees and vehicles surrounding it; it's kind of surprising the Stinger can even get a lock.&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|350px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[File:COD4StingerSights.jpg|thumb|none|600px|Sights of a Stinger.]]&lt;br /&gt;
[[Image:Stinger-COD4.jpg|thumb|none|600px|Three Stingers lying by a weapons cache.]] &lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
Some Marine NPCs have an [[M136 AT4]] strapped to their packs. It was cut as a usable weapon from the final game, but is accessible in &amp;quot;Shock and Awe&amp;quot; through the &amp;quot;Give All&amp;quot; cheat.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|350px|M136 AT4 - 84mm]]&lt;br /&gt;
[[Image:COD4M4A1-2.jpg|thumb|none|600px|The same promotional image as in the M16A4 section; a US Recon Marine firing his M16A4 with an M136 visible on his back.]]&lt;br /&gt;
[[Image:AT4-Cod4.jpg|thumb|none|600px|The AT4 in &amp;quot;Shock and Awe&amp;quot; after using the &amp;quot;Give All&amp;quot; cheat. Note that there is no reload animation and that it is treated as reloadable as the weapon was scrapped during development.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:Codmwr M136 AT4 1.jpg|thumb|none|600px|M136 AT4 in-game.]]&lt;br /&gt;
[[File:Codmwr M136 AT4 2.jpg|thumb|none|600px|M136 AT4 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is commonly seen in enemy hands and can be used by the player in-game. In multiplayer it is a good weapon against helicopters but has abysmal accuracy at long range due to the round spiraling unpredictably, probably because it doesn't deploy its stabilizing fins after launch.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|350px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:RPG-7-CoD4.jpg|thumb|none|600px|An RPG-7 in &amp;quot;Charlie Don't Surf&amp;quot;.]]&lt;br /&gt;
[[File:COD4RPGSights.jpg|thumb|none|600px|Sights.]]&lt;br /&gt;
[[File:COD4RPGReload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:COD4RPGTable.jpg|thumb|none|600px|Opfor RPG-7s on a table.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr RPG-7 holding.jpg|thumb|none|600px|Holding the ''Remastered'' RPG-7.]]&lt;br /&gt;
[[Image:Codmwr RPG-7 aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[Image:Codmwr RPG-7 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:Codmwr RPG-7 reloading 2.jpg|thumb|none|600px|Replacing the warhead.]]&lt;br /&gt;
[[Image:Codmwr RPG-7 world.jpg|thumb|none|600px|RPG-7 lies on the table.]]&lt;br /&gt;
[[File:MWRRPG.jpg|thumb|none|600px|Inspecting the RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-27==&lt;br /&gt;
The [[RPG-27]] is seen strapped to the packs of several Ultranationalists.&lt;br /&gt;
[[Image:Rpg27.jpg|thumb|none|350px|RPG-27 rocket launcher - 105mm]]&lt;br /&gt;
[[Image:RPG-27-COD4.jpg|thumb|none|600px|An RPG-27 on the back of a Russian Ultranationalist.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The frag grenades seen in game are [[M67 hand grenade]]s. They bounce much greater than their real-world counterparts and inflict damage solely through concussive force. In singleplayer, the player begins each level with four grenades. In multiplayer, everyone has one grenade and can choose a perk to carry three.&lt;br /&gt;
[[Image:M67.jpg|thumb|none|150px|M67 Hand Grenade]]&lt;br /&gt;
[[Image:CoD4-M67.jpg|thumb|none|600px|A player about to pull the pin on an M67 grenade and throw it. The grenade, not the pin.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr M67 Hand Grenade.jpg|thumb|none|600px|M67 grenade. Pulling the pin.]]&lt;br /&gt;
[[Image:Codmwr M67 Hand Grenade 2.jpg|thumb|none|600px|Grenade lies on the table.]]&lt;br /&gt;
[[Image:Codmwr M67 Hand Grenade 3.jpg|thumb|none|600px|Boxes of grenades.]]&lt;br /&gt;
&lt;br /&gt;
==M83 Smoke Grenade==&lt;br /&gt;
[[AN/M8 smoke grenade#M83 Smoke Grenade|M83 smoke grenade]]s only appear in single player in &amp;quot;All In&amp;quot; and &amp;quot;Heat.&amp;quot; Smoke grenades in multiplayer cannot be used in conjunction with the &amp;quot;Special Grenades x3&amp;quot; perk.&lt;br /&gt;
[[Image:m87.JPG|thumb|none|150px|M83 smoke grenade]]&lt;br /&gt;
===M18 (remastered version)===&lt;br /&gt;
In ''Modern Warfare Remastered'', the M83 is replaced with the [[M18 smoke grenade]].&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:Codmwr M18 smoke 4.jpg|thumb|none|600px|Pulling the pin on an M18 smoke grenade.]]&lt;br /&gt;
[[Image:Codmwr M18 smoke 1.jpg|thumb|none|600px|M18 smoke grenades on the body of an OpFor soldier.]]&lt;br /&gt;
[[Image:Codmwr M18 smoke 2.jpg|thumb|none|600px|More smoke grenades on his belt.]]&lt;br /&gt;
[[Image:Codmwr M18 smoke 3.jpg|thumb|none|600px|Zakhaev's mercenaries also have M18s.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
[[M84 stun grenade]]s appear as both the stun and flash bang grenades, oddly having its uses split between the two. In multiplayer, a player can select either a flashbang or a stun grenade as special grenades, and carry three with a perk.&lt;br /&gt;
[[Image:M84stun.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[Image:M84trio-CoD4.jpg|thumb|none|600px|Three M84 stun grenades on a crate with an SVD Dragunov in &amp;quot;Ultimatum&amp;quot;.]]&lt;br /&gt;
[[Image:M84flash-CoD4.jpg|thumb|none|600px|An M84 stun grenade in mid-air on the multiplayer map, &amp;quot;Crash&amp;quot;.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr M84 Stun Grenade 1.jpg|thumb|none|600px|M84 grenade. Pulling the pin.]]&lt;br /&gt;
[[Image:Codmwr M84 Stun Grenade 2.jpg|thumb|none|600px|Throwing out of hand.]]&lt;br /&gt;
[[Image:Codmwr M84 StunGrenade 3.jpg|thumb|none|600px|Grenade lies on the table.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore Mine==&lt;br /&gt;
The [[M18A1 Claymore|M18A1 Claymore Mine]] appears in the single-player levels &amp;quot;Blackout&amp;quot; and &amp;quot;One Shot, One Kill.&amp;quot; They are also available in multiplayer, where a player can equip two Claymores as a perk.&lt;br /&gt;
[[Image:M18A1.jpg|thumb|none|150px|M18A1 direction Claymore Mine]]&lt;br /&gt;
[[Image:M18A1-CoD4.jpg|thumb|none|601px|The player character holding an M18A1 Claymore.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered Version===&lt;br /&gt;
[[File:MWRM18.jpg|thumb|none|600px|M18A1 Claymore in-hand and deployed.]]&lt;br /&gt;
[[File:MWRM18 1.jpg|thumb|none|600px|Looking at the infamous message embossed on the front of the Claymore.]]&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 packs are issued in certain singleplayer missions and available in multiplayer by equipping the C4 perk.&lt;br /&gt;
[[Image:C4-CoD4.jpg|thumb|none|600px|A C4 pack on the ground in &amp;quot;One Shot, One Kill&amp;quot;.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr c4.jpg|thumb|none|600px|C4 on the ground.]]&lt;br /&gt;
[[File:MWRC4.jpg|thumb|none|600px|Looking a C4 pack in hand.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 hand grenade (Remastered only)==&lt;br /&gt;
The [[RGD-5 hand grenade]] is added to the models of some enemies in ''Modern Warfare Remastered''. It is unusable in gameplay.&lt;br /&gt;
[[file:Rdg5.jpg|thumb|none|150px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[file:Codmwr RGD-5.jpg|thumb|none|600px|A Russian mercenary with RGD-5 hand grenades on his chest.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==M240C==&lt;br /&gt;
The [[FN_MAG#M240_Machine_Gun|M240C]] can be seen mounted coaxially on the M1A1HA Abrams.&lt;br /&gt;
[[Image:M240C.jpg|thumb|none|350px|FN M240C - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MW1-M240C-placeholder.jpg|thumb|none|600px|The M240C is visible to the left of ''War Pig's'' main gun.]]&lt;br /&gt;
&lt;br /&gt;
==M240D==&lt;br /&gt;
The [[FN_MAG#M240_Machine_Gun|M240D]] is seen mounted on the loader's hatch of the M1A1HA Abrams tanks in several missions.&lt;br /&gt;
[[Image:M240d.jpg|thumb|none|350px|FN M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MW1-M240D-placeholder.jpg|thumb|none|600px|The M240D can be seen on top of ''War Pig'' as it advances.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] is seen mounted on the commander's hatch of M1A1HA Abrams tanks in several missions. It is not supposed to be available to the player at any point, but a usable M2HB on a stand is outside the map in &amp;quot;Charlie Don't Surf,&amp;quot; accessible by exploiting a bug.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|350px|Browning M2HB on vehicle mount - .50 BMG.]]&lt;br /&gt;
[[Image:MW1-M240D-placeholder.jpg|thumb|none|600px|The M2HB is the further away of the two guns, mounted on the commander's hatch.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr M2HB 1.jpg|thumb|none|600px|The M2HB in game.]]&lt;br /&gt;
[[Image:Codmwr M2HB 2.jpg|thumb|none|600px|The M2HB in game.]]&lt;br /&gt;
[[Image:Codmwr M2HB 3.jpg|thumb|none|600px|The M2HB in game.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-17/A==&lt;br /&gt;
The [[GE_M134_Minigun#General_Dynamics_GAU-17.2FA|General Dynamics GAU-17/A]] appears as a usable stationary weapon mounted on a downed helicopter in the mission &amp;quot;Heat&amp;quot; and is used by a door gunner on a Black Hawk in both &amp;quot;Crew Expendable&amp;quot; and &amp;quot;The Sins of the Father.&amp;quot; That the M134 in &amp;quot;Heat&amp;quot; works at all is miraculous: an aircraft-mounted M134 is attached to the craft's electrical system, since it needs external power to function. Unlike later ''Modern Warfare'' games it does not have a slotted flash hider, but does have the additional barrel discs of a GAU-17 rather than the single clamp of a Dillon Aero model&lt;br /&gt;
[[Image:GAU-17A HH60.jpg|thumb|none|350px|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Minigun2_4.png|thumb|none|600px|&amp;quot;Soap&amp;quot; MacTavish uses the M134. Oddly, while the crashed Black Hawk is present in the night level set in the same area, the M134 is not. Clearly it was fitted in the interval by the same FPS elves that sweep up ejected brass and discarded mags. Note here &amp;quot;GAU&amp;quot; is even printed on the top of the weapon.]]&lt;br /&gt;
[[Image:COD4 - Mini 1.jpg|thumb|none|600px|An M134 leans against a cabinet in the SAS armory at the beginning of the game.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 19 Automatic Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] appears as a usable weapon mounted on a CH-46 Sea Knight helicopter in the mission &amp;quot;Shock and Awe,&amp;quot; its use governed by a heat gauge.&lt;br /&gt;
[[Image:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|350px|Mk 19 grenade launcher in vehicle mounting - 40x53mm.]]&lt;br /&gt;
[[Image:CoD4Mk19.jpg|thumb|none|600px|Mk. 19 in-game.]]&lt;br /&gt;
[[Image:COD4 - NadeLaunch 1.jpg|thumb|none|600px|A Mk. 19 sits on the ground of the SAS armory at the beginning of the first level.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr Mk. 19 holding 1.jpg|thumb|none|600px|In the ''Remastered'' introduction to &amp;quot;Shock and Awe,&amp;quot; a new animation shows Sgt. Jackson loading the Mark 19.]]&lt;br /&gt;
[[Image:Codmwr Mk. 19 reloading 1.jpg|thumb|none|600px|Loading in the 40mm belt.]]&lt;br /&gt;
[[Image:Codmwr Mk. 19 reloading 2.jpg|thumb|none|600px|Chambering the Mk. 19.]]&lt;br /&gt;
[[Image:Codmwr Mk. 19 holding 2.jpg|thumb|none|600px|And Sgt. Jackson actually gets to use his hands this time, instead of the Infinity Ward-brand turret telekinesis.]]&lt;br /&gt;
[[Image:Codmwr Mk. 19 world.jpg|thumb|none|600px|Mk. 19 Automatic Grenade Launcher in world.]]&lt;br /&gt;
&lt;br /&gt;
==M242 Bushmaster Chaingun==&lt;br /&gt;
An [[M242 Bushmaster chaingun|M242 Bushmaster Chaingun]] can be spotted mounted on an M2A2 Bradley IFV in the multiplayer map &amp;quot;Ambush&amp;quot;. &lt;br /&gt;
[[File:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[File:MWBradley.jpeg|thumb|none|600px|An M242 Bushmaster mounted on an M2A2 Bradley. The player is holding a Heckler &amp;amp; Koch G36C fitted with a red dot sight.]]&lt;br /&gt;
&lt;br /&gt;
==PKT==&lt;br /&gt;
Opfor and Ultranationalist BMP-2 infantry fighting vehicles are modeled with the coaxial [[PKM|PKTM]] machine gun, although they only appear to use the 2A42 autocannon.&lt;br /&gt;
[[File:Machine gun PKT.jpg|thumb|none|350px|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]&lt;br /&gt;
[[File:MWRPKT.jpg|thumb|none|600px|Soap observes the hardware of an empty BMP.]]&lt;br /&gt;
&lt;br /&gt;
==Kurzer 8 cm Granatwerfer 42==&lt;br /&gt;
An unusable [[Granatwerfer 42 Mortar|Kz 8cm GrW 42 mortar]] can be seen on the never-used explosive training range on the South side of the SAS base in &amp;quot;FNG.&amp;quot; This model is actually lifted directly from ''[[Call of Duty 2]]''.&lt;br /&gt;
[[Image:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|350px|Kurzer 8 cm Granatwerfer 42 - 81.4mm]]&lt;br /&gt;
[[Image:MW1-M2Mort-1.jpg|thumb|none|600px|Soap looks over the rather rusty Kz 8cm GrW 42 mortar.]]&lt;br /&gt;
&lt;br /&gt;
==Shipunov 2A42==&lt;br /&gt;
The [[Shipunov 2A42]] is mounted on Mi-28N Havoc helicopters, used by both Russian loyalist forces by the Ultranationalist party during the missions &amp;quot;All Ghilled Up&amp;quot; and &amp;quot;One Shot, One Kill.&amp;quot; The latter use is anachronistic, as the mission takes place in the year 1996 and the all-weather Mi-28N (distinguished by the mast-mounted radar) was not operational until 2006; the first prototype didn't even fly until November of 1996. BMP-2 IFVs also use the Shipunov 2A42.&lt;br /&gt;
[[Image:800px-Autocanon_2A42_on_the_Mi28N_heli.JPG|thumb|none|350px|Shipunov 2А42 mounted on a Mi-28 Havoc - 30x165mm]]&lt;br /&gt;
[[Image:MW1-Shipunov-Placeholder.jpg|thumb|none|600px|During the mission &amp;quot;Safehouse&amp;quot; Soap can call upon the services of an Mi-28N &amp;quot;Havoc&amp;quot; gunship to provide fire with missiles and its Shipunov 2A42 autocannon.]]&lt;br /&gt;
&lt;br /&gt;
==Remastered Version==&lt;br /&gt;
[[File:MWR2A42.jpg|thumb|none|600px|&amp;quot;Mosin 2-5&amp;quot; firing the 2A42 in the remastered edition.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan|M197 Vulcan]] is mounted on AH-1W Super Cobras used by the US Marines. In multiplayer, the Super Cobra is the support helicopter for both US Marines and SAS, awarded for 7 kills in a row.&lt;br /&gt;
[[Image:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
[[Image:MW1-M197-PlaceholderA.jpg|thumb|none|600px|One of the two AH-1W Super Cobras that come to Jackson and his fellow Marines' assistance at the end of the mission &amp;quot;The Bog.&amp;quot;]]&lt;br /&gt;
[[Image:MW1-M197-PlaceholderB.jpg|thumb|none|600px|Pelayo's Super Cobra goes down after taking a hit to the tail rotor in the mission &amp;quot;Shock And Awe.&amp;quot;]]&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 the AC-130U Spooky in the mission &amp;quot;Death From Above,&amp;quot; alongside the [[Bofors 40mm]] and M102 Howitzer.&lt;br /&gt;
[[Image: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 the AC-130U Spooky in the mission &amp;quot;Death From Above,&amp;quot; alongside the GAU-12/U and M102 Howitzer.&lt;br /&gt;
[[Image: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 the AC-130U Spooky in the mission &amp;quot;Death From Above,&amp;quot; alongside the GAU-12/U and 40mm Bofors.&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;
=Not Usable=&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]]'s silhouette appears in the &amp;quot;Last Stand&amp;quot; and &amp;quot;Overkill&amp;quot; perk symbols.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|A Generation 3 Glock 17 - 9x19mm.]]	&lt;br /&gt;
[[Image:MW-PERKS.jpg|thumb|none|600px|The &amp;quot;Last Stand&amp;quot; and &amp;quot;Overkill&amp;quot; Perk Symbols.]]&lt;br /&gt;
[[File:MWRglockposter.jpg|thumb|none|600px|A smaller profile Glock in a safety poster seen in the SAS firing range in the remastered version.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKM==&lt;br /&gt;
In some levels, &amp;quot;Soap&amp;quot; MacTavish can find posters on the walls with the details of an [[AK-47#AKM|AKM]] assault rifle.&lt;br /&gt;
[[Image:AKMRifle.jpg‎|thumb|none|350px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Cod4mw mw2 akm poster.jpg|thumb|none|600px|AKM Poster.]]&lt;br /&gt;
&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
In a nod to the previous Call of Duty installments, WWII-era posters of a woman holding an [[Thompson Submachine Gun#M1928/M1928A1 Thompson|M1928A1 Thompson]] can be found in various buildings, one being the SAS armory.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|350px|M1928A1 Thompson with 30-round magazine - .45 ACP.]]&lt;br /&gt;
[[Image:cod4m1928A1.jpg|thumb|none|600px|A woman in a military uniform holds an M1928A1 Thompson.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
Many statues throughout the campaign and multiplayer levels are of Russian soldiers holding [[PPSh-41]]. No usable PPSh-41 appears in-game.&lt;br /&gt;
[[Image:PPSH-01-SMG.jpg‎|thumb|none|350px|Soviet PPSh-41 Submachine Gun - 7.62x25mm Tokarev]]&lt;br /&gt;
[[Image:COD4-PPSH.jpg‎|thumb|none|601px|A statue of two Russian soldiers holding PPSh-41s.]]&lt;br /&gt;
[[File:MWRPPsHstatue.jpg|thumb|none|600px|The ''Remastered'' PPSh statue.]]&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>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty_4:_Modern_Warfare&amp;diff=1085339</id>
		<title>Call of Duty 4: Modern Warfare</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty_4:_Modern_Warfare&amp;diff=1085339"/>
		<updated>2017-02-15T10:08:26Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* IMI/Magnum Research Desert Eagle Mark XIX */ added minor details about the new &amp;quot;Commander Desert Eagle&amp;quot; from the Remaster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Call of Duty 4: Modern Warfare&lt;br /&gt;
|picture = COD4.jpg&lt;br /&gt;
|caption = ''Offical Boxart''&lt;br /&gt;
|series= [[Call of Duty]]&lt;br /&gt;
|date= 2007&lt;br /&gt;
|developer=Infinity Ward, &lt;br /&gt;
|platforms=Microsoft Windows, PlayStation 3, PlayStation 4, Wii, Xbox 360, Xbox One, Nintendo DS, Mac OS&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
[[file:Call of Duty Modern Warfare Remastered.jpg|thumb|right|300px|''Call of Duty Modern Warfare Remastered'' (2016)]]&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty 4: Modern Warfare''''' (also known as ''CoD4:MW'', ''CoD4'', ''Modern Warfare 1'', and ''MW1'') is the fourth main installment of the ''[[Call of Duty|Call of Duty series]]'', and first installment of the ''Modern Warfare'' trilogy, officially released on November 5, 2007 in North-America for the PC, PS3 and Xbox 360, developed by Infinity Ward and published by Activision. This is the first game in the series to be set in modern time, taking place in the year 2011 during a fictional conflict between the United States, United Kingdom, and Russia against Russian Ultranationalist Rebels and an unnamed Middle-Eastern country, their forces simply known as &amp;quot;OpFor&amp;quot;. The player takes the roles of Sergeant &amp;quot;Soap&amp;quot; MacTavish, a marksman and demolition expert of the British SAS, and Sergeant Paul Jackson, a US Marine of the 1st Reconnaissance Battalion.&lt;br /&gt;
&lt;br /&gt;
A remastered version titled '''''Call of Duty: Modern Warfare Remastered''''' was released on November 4, 2016 as a bonus alongside deluxe editions of ''[[Call of Duty: Infinite Warfare]]''. On December 13th, 2016, Supply Drops and various kinds of micro-DLC items were added to the Multiplayer. Among them, &amp;quot;Weapon Kits&amp;quot; were introduced, which can alter a weapon's appearance with a new set of base textures or a completely new model.&lt;br /&gt;
&lt;br /&gt;
'''Warning: Major plot spoilers in some of the weapon descriptions.'''&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Call of Duty 4: Modern Warfare'':'''&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92SB==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92SB|Beretta 92SB]], incorrectly appears in-game as the &amp;quot;[[Beretta 92 pistol series#Beretta 92F/FS|M9]]&amp;quot;, is the main sidearm of Sergeant Paul Jackson and many other Marines and enemies, though an [[M1911 pistol series#M45 / MEU(SOC)|M45 / MEU(SOC)]] would be more accurate to see in use by the Marines as they are part of the 1st Reconnaissance Battalion; this is somewhat fixed in the &amp;quot;Shock and Awe&amp;quot; level, where Jackson's secondary weapon is a [[M1911 pistol series#Springfield Armory M1911 - A1|Springfield Armory Loaded]] instead. In-game, the 92SB has the same damage figures as the USP and the 1911, but has the least effective range. This is offset with the highest magazine capacity (fifteen rounds of 9mm) and the lowest recoil, allowing quick follow up shots. It can be suppressed. Interestingly, the hammer stays in the half-cocked position at all times, despite the fact it should be fully cocked after the first shot. What appears to be a 92-series pistol can also be seen on the Porter Justice posters, a (fictional) movie that looks to be a standard over the top Asian action movie.&lt;br /&gt;
[[Image:BerettaM92SB.jpg‎|thumb|none|350px|Beretta Model 92SB - 9x19mm (note rounded trigger guard and flat magazine bottom).]]&lt;br /&gt;
[[Image:MW1-Beretta-1.jpg|thumb|none|600px|&amp;quot;Soap&amp;quot; MacTavish holds a Beretta 92SB during the mission &amp;quot;Crew Expendable.&amp;quot;]]&lt;br /&gt;
[[Image:CoD4-M9.jpg|thumb|none|600px|Jackson reloads his Beretta 92SB aboard a UH-60 Black Hawk during the search for Al-Asad in &amp;quot;Charlie Don't Surf.&amp;quot; It would be more accurate to see CH-46 Sea Knights or CH-53 Sea Stallion/CH-53E Super Stallion instead, as US Marines do not operate UH-60 Black Hawks in real life. Also note that in this specific mission, all of the Black Hawks has &amp;quot;ARMY&amp;quot; on their tails, hinting that the Marines are collaborating with the US Army. The approach to the town and overall mission structure is meant to be a subtle reference to &amp;quot;Black Hawk Down', hence the use of Black Hawks. ]]&lt;br /&gt;
&lt;br /&gt;
===Beretta M9 (remastered version)===&lt;br /&gt;
In ''Modern Warfare Remastered'', the weapon is correctly modeled after a [[Beretta M9]].&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[Image:Codmwr M9 holding.jpg|thumb|none|600px|Holding the ''Remastered'' Beretta M9.]]&lt;br /&gt;
[[Image:Codmwr M9 aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[Image:Codmwr M9 reloading 1.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[Image:Codmwr M9 world.jpg|thumb|none|600px|A Beretta M9 lies on the table, giving a good look at the trigger guard to show that it is a proper M9.]]&lt;br /&gt;
[[File:MWRM9.jpg|thumb|none|600px|A feature of the ''Remastered'' multiplayer is the ability to inspect weapons; here an OpFor soldier chamber-checks his M9.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Anaconda (remastered only)==&lt;br /&gt;
The [[Colt Anaconda]] has been added to ''Modern Warfare Remastered'' via an update on February 7, 2017. The model incorrectly has five vents in the 8&amp;quot; barrel rib instead of four, and the weapon inappropriately has the ability to equip a suppressor.&lt;br /&gt;
[[File:Colt Anaconda 8 inch plain.jpg|thumb|none|350px|Colt Anaconda with 8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP|H&amp;amp;K USP45]] is the sidearm of &amp;quot;Soap&amp;quot; MacTavish and other SAS soldiers in the game, but it would be more accurate to see them using [[SIG-Sauer P226]], [[SIG-Sauer P228]] or [[Browning Hi-Power]]. It uses .45 ACP rounds in a 12-round magazine. Its recoil, capacity, and stopping power make this gun the most balanced in its class. Interestingly, the hammer stays down at all times, as if the weapon were DAO.&lt;br /&gt;
It appears that at some stage in design this weapon was going to be a [[Heckler &amp;amp; Koch Mark 23]] rather than a USP; it mounts the prototype Mark 23 LAM, and has a visible projecting barrel in both first and third person modes which would not be present on a standard USP45. Interestingly, the ''Modern Warfare 2'' USP45 model also has the rear sights of a Mark 23 even though this version does not, most likely due to recycling parts of the scrapped Mark 23 model.&lt;br /&gt;
[[Image:HK-USP.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP45 - .45 ACP.]]&lt;br /&gt;
[[Image:MW1-USP-1.jpg|thumb|none|600px|Soap holds his USP45 as he looks over one of the two cut training areas in &amp;quot;FNG;&amp;quot; this would have been the explosive range. Note the wall marked &amp;quot;1&amp;quot; right next to the firing pit; this would have been used to show the player that the M203 has a minimum arming distance in the game.]]&lt;br /&gt;
[[Image:MW1-USP-2.jpg|thumb|none|600px|Soap reloads his USP; note the Mark 23 LAM unit under the barrel.]]&lt;br /&gt;
[[Image:SilencedUSp-CoD4.jpg|thumb|none|600px|Price's suppressed USP in &amp;quot;All Ghillied Up&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The &amp;quot;Competiton&amp;quot; weapon kit gives the weapon a bright and glossy red slide and a slightly brighter frame.&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch USP45 holding.jpg|thumb|none|600px|Holding the ''Remastered'' USP45.]]&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; KochUSP45 aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch USP45 reloading 1.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch USP45 world.jpg|thumb|none|600px|A USP45 lies on a table. Note the slightly-misshapen Mk 23 LAM.]]&lt;br /&gt;
[[File:MWRUSP.jpg|thumb|none|600px|Pulling back the slide on a suppressed USP45.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle Mark XIX==&lt;br /&gt;
&lt;br /&gt;
The [[Desert Eagle]], chambered for .50 Action Express (ingame), is the most powerful pistol. It holds seven rounds in its magazine and has the worst recoil. The main villain Imran Zakhaev carries this pistol as his weapon of choice. In the opening credit sequence, Zakhaev gives it to Khaled Al-Asad to kill President Yasir Al-Fulani. The only opportunity to use a Desert Eagle in singleplayer is in the level &amp;quot;Crew Expendable,&amp;quot; where an Ultranationalist attacks with two of them. One with a black slide and barrel can be seen in the SAS armory. This gun is one of six multiplayer weapons that can have a gold finish, though the Gold Desert Eagle is unlocked at level 55 rather than through challenges. The weapon's hammer never in the cocked position, which would be required to be able to fire this single-action pistol. &lt;br /&gt;
The ammo name for the Desert Eagle in the game files is .357 Magnum. &lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|none|350px|IMI Desert Eagle Mark XIX - .50 Action Express]]&lt;br /&gt;
[[Image:MW1-Deagle-1.jpg|thumb|none|600px|Soap holds a chrome-plated Desert Eagle during the mission &amp;quot;Crew Expendable.&amp;quot; If held in sunlight the pistol is much more reflective.]]&lt;br /&gt;
[[File:COD4DesertEagleAlAsad.jpg|thumb|none|600px|&amp;quot;''This is how it begins.'' Al-Asad aiming his Desert Eagle at a political rival moments before he executes him.]]&lt;br /&gt;
===Remastered Version===&lt;br /&gt;
&lt;br /&gt;
The original game's Gold Desert Eagle has been replaced in the Remaster with the &amp;quot;Commander Desert Eagle,&amp;quot; still featuring a gold frame and slide, but now with a silver hammer, safety, and barrel, along with a shiny gray grip. Unlike the default Desert Eagle, it cannot have any custom camouflages or kits applied&lt;br /&gt;
[[File:MWRemptyDEagle.jpg|thumb|none|600px|The same &amp;quot;Crew Expendable&amp;quot; Desert Eagle in the remastered version, now with a slide that properly locks back when out of reserve ammo.]]&lt;br /&gt;
[[File:MWRDEagle.jpg|thumb|none|600px|Desert Eagle Mark XIX in multiplayer.]]&lt;br /&gt;
[[File:MWRDEagle1.jpg|thumb|none|600px|Aiming the handcannon, although it's hard to make out the sight picture unless viewed at full size.]]&lt;br /&gt;
[[File:MWRDEagle2.jpg|thumb|none|600px|Desert Eagle, mid-recoil.]]&lt;br /&gt;
[[File:MWRDEagle3.jpg|thumb|none|600px|Preparing to dump the magazine.]]&lt;br /&gt;
[[File:MWRDEagle4.jpg|thumb|none|600px|Mashing in a new one, before releasing the slide.]]&lt;br /&gt;
[[File:MWRDEagle5.jpg|thumb|none|600px|Tugging the slide during the inspect animation.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory PX9109L==&lt;br /&gt;
A version of the [[Springfield Armory Loaded|1911]] makes an appearance in game as the &amp;quot;M1911 .45&amp;quot;. The handgun it was modeled after can't be known for sure, but it is closest to a Springfield Armory PX9109L, more commonly known as the &amp;quot;Loaded&amp;quot; model. It has four aftermarket parts: a stainless barrel bushing, black guide rod, black guide rod plug, and brown Simonich Gunner grips. It also uses Wilson Combat 47D eight-round magazines, but they only hold seven in singleplayer for some reason.&lt;br /&gt;
It is the sidearm of choice for Captain Price and Viktor Zakhaev. Price lends his PX9109L to Soap after their helicopter is shot down in an early level, uses it to execute a high value target around the middle of the game, and slides it to Soap on the bridge at the end of the game. Staff Sergeant Griggs carries a stainless version with black grips, and uses it while pulling Soap to cover on the bridge. The stainless version can also be seen in the SAS armory. It can be suppressed. The weapon's hammer is never in the cocked position, which would be required to be able to fire this single-action pistol; oddly it is always in the half-cocked position.&lt;br /&gt;
[[Image:SA_loaded_m1911.jpg|thumb|none|350px|Springfield Armory PX9109L &amp;quot;Loaded&amp;quot; - .45 ACP. Nearly identical to the one in-game.]]&lt;br /&gt;
[[Image:GriggsM1911A1-CoD4.jpg|thumb|none|600px|Griggs fires his stainless PX9109L at advancing Russians while hauling &amp;quot;Soap&amp;quot; MacTavish to cover. After running out, he drops the pistol to use his M249E2.]]&lt;br /&gt;
[[Image:cod4price1911.jpg|thumb|none|600px|A wounded Price slides his PX9109L to MacTavish on the bridge in a last ditch effort to defend their location. This picture is actually from ''Modern Warfare 2'', in a flashback, but the only difference is the black around the edges.]]&lt;br /&gt;
[[Image:M1911-CoD4.jpg|thumb|none|600px|Sgt. Paul Jackson reloading his PX9109L in &amp;quot;Shock and Awe&amp;quot;. The PX9109L is likely standing in for the M45 / MEU(SOC) pistol.]]&lt;br /&gt;
[[Image:COd4SW1911.jpg|thumb|none|600px|A soldier holds his suppressed PX9109L in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered Version===&lt;br /&gt;
[[File:MWRM1911inspect.jpg|thumb|none|600px|Inspecting the ''Remastered'' M1911. Note that this version lacks the full-length guide rod the original has.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
The &amp;quot;Whiteout&amp;quot; weapon kit exclusive to the SMG category paints them in glossy white and black.&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90|FN P90 TR]], a version of the P90 with three accessory rails, is a rarely seen weapon (it is occasionally used by some enemies). Its sole &amp;quot;special&amp;quot; appearance is in the 1996 mission &amp;quot;All Ghillied Up&amp;quot; with suppressor and red dot sight, and in this case it is anachronistic, since while the original P90 was available during that time, the TR variant was introduced three years later. In &amp;quot;Heat&amp;quot; and the epilogue mission &amp;quot;Mile High Club&amp;quot; it is simply an unsuppressed P90 using open rail iron sights. All versions fire 5.7x28mm rounds from a fifty-round magazine. The P90 is modeled with relatively weak per-hit damage and mediocre accuracy, relying on a high rate of fire and large magazine capacity for its effectiveness. The weapon is easy to wield in multiplayer, so much so that it has been restricted in competitive play due to its &amp;quot;spray&amp;quot; advantage over other weapons. Despite however many additions, it always has an unused laser attached to the side rail and H&amp;amp;K Diopter sights if it does not have a special sight.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|350px|FN P90 TR - 5.7x28mm. Notably without the laser pointer or HK Diopter sights]]&lt;br /&gt;
[[Image:CoD4-P90Sd.jpg|thumb|none|600px|The suppressed P90 TR in &amp;quot;All Ghillied Up&amp;quot;. It is referred to as &amp;quot;P90-SD&amp;quot;, which is odd as 'SD' is the abbreviation for the German word ''Schalldämpfer'', despite the P90 being a Belgian weapon.]]&lt;br /&gt;
[[Image:COD4-P90.jpg|thumb|none|601px|&amp;quot;Suzy&amp;quot; wields a suppressed P90 TR as Captain MacMillian melees him with the butt of his M21 in &amp;quot;All Ghilled Up&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered Version===&lt;br /&gt;
The ''Remastered'' P90 TR is once again equipped with HK diopter sights and the unusable LAM. A new addition, however, is the translucent depleting magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:MWRP90SD.jpg|thumb|none|600px|Price observes his handiwork after liberating an irradiated laptop from lounging stalkers. Note the partly-empty magazine, black follower, and somewhat hard-to-see follower spring.]]&lt;br /&gt;
[[File:MWRP90SDworld.jpg|thumb|none|600px|World model and pickup icon for the ''Remastered'' &amp;quot;P90-SD.&amp;quot;]]&lt;br /&gt;
[[File:MWRP90.jpg|thumb|none|600px|FN P90 in the firing range, a new feature brought into the remaster.]]&lt;br /&gt;
[[File:MWRP90 1.jpg|thumb|none|600px|Aiming the P90.]]&lt;br /&gt;
[[File:MWRP90 2.jpg|thumb|none|600px|Removing the magazine.]]&lt;br /&gt;
[[File:MWRP90 3.jpg|thumb|none|600px|Pulling the P90's charging handle. ]]&lt;br /&gt;
[[File:MWRP90 4.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:MWRP90 5.jpg|thumb|none|600px|Right side. Note the &amp;quot;PS 090&amp;quot; is written on the upper receiver along with some text on the lower that says &amp;quot;PROJECT 90 5.7x28&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5N==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5|H&amp;amp;K MP5N]] is often used by &amp;quot;Soap&amp;quot; MacTavish and some of the SAS soldiers, along with the Marines in Russia and Captain &amp;quot;Deadly&amp;quot; Pelayo after her AH-1W &amp;quot;Super Cobra&amp;quot; is shot down, and also by some enemies. The MP5 fires 9x19mm rounds from a thirty-round box magazine. Accurate and decently powerful, it is a popular all-around weapon in multiplayer.&lt;br /&gt;
[[Image:Hk-mp5n.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[Image:MW1-MP5-1.jpg|thumb|none|600px|Soap looks down at an MP5N during &amp;quot;FNG.&amp;quot;]]&lt;br /&gt;
[[Image:CoD4-MP5.jpg|thumb|none|600px|An MP5N in &amp;quot;Safehouse&amp;quot;.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
Applying camouflages to the weapon will paint over the weapon's selector markings, but the &amp;quot;Whiteout&amp;quot; weapon kit keeps them intact.&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch MP5N holding.jpg|thumb|none|600px|Holding the ''Remastered'' MP5N, now more to scale with the real weapon. It now features a &amp;quot;Tropical&amp;quot; forend that's more &amp;quot;Tropical&amp;quot; than it is &amp;quot;Slimline&amp;quot; in terms of thickness, shorter sights, and is less anorexic across its length.]]&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch MP5N aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch MP5N reloading 1.jpg|thumb|none|600px|Reloading, reusing the same basic animation as in the original game.]]&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch MP5N reloading 2.jpg|thumb|none|600px|Empty reload, the player tugging on the charging handle.]]&lt;br /&gt;
[[File:MWRMP5.jpg|thumb|none|600px|Removing a magazine in the inspect animation...]]&lt;br /&gt;
[[File:MWRMP5 1.jpg|thumb|none|600px|...which is followed by the user rather comically twirling the magazine around his fingers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD3==&lt;br /&gt;
&amp;quot;Soap&amp;quot; MacTavish and other SAS soldiers wield [[Heckler &amp;amp; Koch MP5|H&amp;amp;K MP5SD3]] in the prologue and epilogue levels. When a suppressor is attached to an MP5 in multiplayer, it becomes an MP5SD3 with a Navy trigger group.&lt;br /&gt;
[[Image:MP5SD3.jpg|thumb|none|350px|MP5SD3 with integrated sound suppressor - 9x19mm]]&lt;br /&gt;
[[Image:MW1-MP5SD-1.jpg|thumb|none|600px|Soap holds an MP5SD3 at the start of the mission &amp;quot;Crew Expendable.&amp;quot;]]&lt;br /&gt;
[[Image:MW1-MP5SD-2.jpg|thumb|none|600px|Reloading the MP5SD3; like the regular MP5, the fire selector is set to the point where &amp;quot;burst&amp;quot; would be on a four-position trigger group.]]&lt;br /&gt;
[[File:COD4MP5SD3SAS.jpg|thumb|none|600px|An SAS operator with an MP5SD3.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch MP5SD3 holding.jpg|thumb|none|600px|Holding the ''Remastered'' Heckler &amp;amp; Koch MP5SD3.]]&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch MP5SD3 aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch MP5SD3 reloading 11.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch MP5SD3 reloading 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:Codmwr Heckler &amp;amp; Koch MP5SD3 world 1.jpg|thumb|none|600px|Heckler &amp;amp; Koch MP5SD3 on the ground]]&lt;br /&gt;
[[image:Codmwr Heckler &amp;amp; Koch MP5SD3 world.jpg|thumb|none|600px|An SAS operator with an MP5SD3.]]&lt;br /&gt;
[[File:MWRMP5SDcrewexpendable.jpg|thumb|none|600px|Soap preps his MP5SD3 shortly before deploying at the start of ''Crew Expendable''. Seeing as he is the &amp;quot;FNG&amp;quot;, he has to tighten the suppressor and chamber the weapon (with both actions somehow making the exact same sound) because he forgot to do so on the entire ride over. Either that, or he is breaking the 4th wall and waits to ready his weapon for dramatic/cinematic purposes.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi==&lt;br /&gt;
Many enemies use the [[Uzi#Mini Uzi |Mini Uzi]]. Modeled with weaker damage, it fires 9mm rounds from a thirty-two-round magazine. The high rate of fire and bouncing recoil leave its accuracy poor for all but the shortest ranges. Viktor Zakhaev carries one while escorting Al-Fulani to his execution, and while running from Soap, Gaz and Griggs. It is incorrectly shown firing from a closed bolt. This gun is one of six weapons in multiplayer that can have a gold finish.&lt;br /&gt;
[[Image:MiniUzi 01.jpg|thumb|none|350px|Mini Uzi SMG with stock folded - 9x19mm]]&lt;br /&gt;
[[Image:MW1-Microuzi-1.jpg|thumb|none|600px|Soap holds a Micro Uzi as he discovers a Russian soldier using the dreaded Ostrich Technique.]]&lt;br /&gt;
[[File:COD4MiniUziCoup.jpg|thumb|none|600px|Viktor Zakhaev with his Mini Uzi in &amp;quot;The Coup&amp;quot;.]]&lt;br /&gt;
[[File:COD4MiniUziMileHigh.jpg|thumb|none|600px|An Ultranationalist with a Mini Uzi in &amp;quot;Mile High Club&amp;quot;.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr mini uzi holding.jpg|thumb|none|600px|Holding the ''Remastered'' IMI Mini Uzi.]]&lt;br /&gt;
[[Image:Codmwr mini uzi aim.jpg|thumb|none|600px|Aiming, which still disregards the rear aperture unfortunately.]]&lt;br /&gt;
[[Image:Codmwr mini uzi reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:Codmwr mini uzi reloading 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:Codmwr mini uzi world.jpg|thumb|none|600px|IMI Mini Uzi on the ground, note the compensator cuts in the end of the muzzle.]]&lt;br /&gt;
[[File:MWRUzi.jpg|thumb|none|600px|Left side of the Mini-Uzi.]]&lt;br /&gt;
[[File:MWRUzi1.jpg|thumb|none|600px|And the right. The bolt looks like it is in half-battery, as if it can't make up its mind...]]&lt;br /&gt;
&lt;br /&gt;
==Skorpion SA Vz. 61==&lt;br /&gt;
Some enemies use the [[SA Vz.61 Skorpion]]. The side of the weapon reads &amp;quot;Zastava&amp;quot; and &amp;quot;Yugoslavia&amp;quot;, despite being modeled after the original Czech Vz. 61 Skorpion and not the Vz. 61 E / M84 variant that would have a black pistol grip. Its high short-range damage, lack of recoil, and extreme rate of fire make it effective up close, balanced by a slow reload, low capacity (twenty .32 ACP rounds), and weak long-range damage. The weapon also has very little muzzle climb. Due to an early bug in multiplayer, where its damage did not decrease when silenced, the weapon has been banned from all major competitive leagues. The ban is likely for its ability to cause fifty damage at close range (half the regular health, 1/4th of the damage in Old School, and kills in one shot on Hardcore).&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|none|350px|CZ Vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:CoD4-Skorpionb.jpg|thumb|none|600px|Skorpion SA Vz. 61 in &amp;quot;Blackout.&amp;quot;]]&lt;br /&gt;
[[Image:CoD4-Skorpionreload.jpg|thumb|none|600px|Reloading the Skorpion.]]&lt;br /&gt;
[[Image:CoD4-Skorpion.jpg|thumb|none|600px|A Russian Ultranationalist with his Skorpion in &amp;quot;Blackout.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Remastered Version===&lt;br /&gt;
[[File:MWRVz61.jpg|thumb|none|600px|The shiny new Skorpion Vz. 61]]&lt;br /&gt;
[[File:MWRVz61 1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MWRVz61 2.jpg|thumb|none|600px|Reloading, which shows more proper trademarks.]]&lt;br /&gt;
[[File:MWRVz61 3.jpg|thumb|none|600px|Charging the Vz. 61.]]&lt;br /&gt;
[[File:MWRVz61 4.jpg|thumb|none|600px|View of the right side of the Skorpion.]]&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;M1014.&amp;quot; It has a higher rate of fire than the W1200, but a lower magazine capacity (in multiplayer) and, like the W1200, a slow reload time. It is used by some Marines and by Soap MacTavish in &amp;quot;Safehouse.&amp;quot; The player never cocks the weapon on an empty reload, which would mean that a round isn't chambered and the gun couldn't fire. This gun is one of six weapons in multiplayer that can have a gold finish. In multiplayer the weapon holds four rounds but in singleplayer it holds seven rounds. This was also the only semi-automatic weapon, prior to a post-release patch, and in the remaster, to not have a ridiculous maximum rate of fire, as it's capped at 300 rounds a minute, as opposed to the 1200 RPM exhibited by the other semi-auto weapons. Said patch dropped the max ROF for the G3 and M14 down to 444 RPM due to these two weapons being ripe for exploit with modded controllers (or, on PC, the classic trick of binding &amp;quot;fire&amp;quot; to the mouse scroll wheel).&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|350px|Benelli M1014 - 12 gauge]]&lt;br /&gt;
[[Image:M1014.jpg|thumb|none|600px|M1014 information screen]]&lt;br /&gt;
[[Image:M1014-CoD4.jpg|thumb|none|600px|An &amp;quot;M1014&amp;quot; in &amp;quot;Safehouse&amp;quot;, having just been used to put several holes in the text at the top right corner of the screen.]]&lt;br /&gt;
[[File:COD4SASArmoury.jpg|thumb|none|600px|The M1014 in the third row under the Winchester 1200.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr benelli m4 super 90 holding.jpg|thumb|none|600px|Holding the ''Remastered'' Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Codmwr benelli m4 super 90 aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[Image:Codmwr benelli m4 super 90 reloading 1.jpg|thumb|none|600px|Loading in a 12 gauge shell.]]&lt;br /&gt;
[[Image:Codmwr benelli m4 super 90 reloading 2.jpg|thumb|none|600px|...and another. Unfortunately, there is still no animation to account for chambering the Benelli M4.]]&lt;br /&gt;
[[Image:Codmwr benelli m4 super 90 world.jpg|thumb|none|600px|Benelli M4 Super 90 on the ground.]]&lt;br /&gt;
[[File:MWRM1014.jpg|thumb|none|600px|Inspect animation of the M1014.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K (remastered only)==&lt;br /&gt;
A [[Saiga 12K]] converted to full-auto has been added to ''Modern Warfare Remastered'' via an update on February 7, 2017. It is referred to as &amp;quot;Kamchatka-12&amp;quot; in-game, and has an SLR-95 Thumbhole stock.&lt;br /&gt;
[[File:Saiga 12k-1.jpg|thumb|none|350px|Saiga 12K - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester 1200==&lt;br /&gt;
The [[Winchester_Model_1200/1300|Winchester 1200]] appears as the &amp;quot;W1200&amp;quot; and is used by some of the Marines and many enemies throughout the game. Gaz pulls out a Model 1200 in &amp;quot;Crew Expendable.&amp;quot; Lieutenant Vasquez carries one without the stock on his back, although he never uses it. It is powerful at close range, but is slow to reload and cannot even hit anything past ten meters. Marine use in-game can be considered erroneous, as the US Marine Corps use the [[Mossberg 590|Mossberg 590/590A1]].&lt;br /&gt;
[[Image:WinM1200B.jpg|thumb|none|350px|Heavily modified Winchester 1200 - 12 gauge]]&lt;br /&gt;
[[Image:MW1-W1200-1.jpg|thumb|none|600px|Gaz draws his Winchester 1200; he [[Aliens|likes to keep it for close encounters]].]]&lt;br /&gt;
[[Image:CoD4-W1200b.jpg|thumb|none|600px|A Winchester 1200 in &amp;quot;Charlie Don't Surf&amp;quot;.]]&lt;br /&gt;
[[Image:CoD4-W1200.jpg|thumb|none|600px|A Russian Ultranationalist armed with a W1200 in &amp;quot;One Shot, One Kill&amp;quot;.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr Winchester 1200 holding.jpg|thumb|none|600px|Holding the ''Remastered'' Winchester 1200.]]&lt;br /&gt;
[[Image:Codmwr Winchester 1200 aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[Image:Codmwr Winchester 1200 reloading 1.jpg|thumb|none|600px|Working the pump-action after a shot.]]&lt;br /&gt;
[[Image:Codmwr Winchester 1200 reloading 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:Codmwr Winchester 1200 world.jpg|thumb|none|600px|A pair of 1200s lies on a table. The new world model incorrectly has the pump in the rearward position while also showing the bolt in battery.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
Most enemies and incorrectly Russian soldiers use the [[AK-47]] instead of the AK-74M. It is also hybrid, featuring the early stamped receiver of a Type I AK-47, but the ribbed top cover from the later [[AKM]]. It fires 7.62x39mm rounds from a thirty-round magazine. Some of them have [[GP-30]] 40mm muzzle-loaded grenade launchers mounted on them. They feature a similar detonation safety as the M203 rounds, which is supposed to deter close-range use, but instead encourages it due to its lethal impact damage. It is powerful, relatively accurate, and the equivalent to the M16 rifle. The AK-47 has become an established favorite online, and especially in the competitive leagues, for many of the same reasons it has in the real world: it is powerful and flexible, offering dependable performance in nearly every situation. This gun is one of six weapons in multiplayer that can have a gold finish, this one most likely inspired by Saddam Hussein's gold-plated AK-47.&lt;br /&gt;
[[Image:AK-47.jpg|thumb|none|350px|AK-47 (Type I) - 7.62x39mm]]&lt;br /&gt;
[[Image:COD4AK-47-1.jpg|thumb|none|601px|An Ak-47 fitted with an GP-30 grenade launcher in &amp;quot;Charlie Don't Surf&amp;quot;.]]&lt;br /&gt;
[[Image:CoD4-Ak47.jpg|thumb|none|600px|A regular AK-47 in &amp;quot;All Ghillied Up&amp;quot;.]]&lt;br /&gt;
[[Image:COD4 - AK47 1.jpg|thumb|none|600px|During the second part of &amp;quot;The Bog,&amp;quot; an OpFor soldier takes aim with his AK-47, all the while questioning why his hand has suddenly become intangible.]]&lt;br /&gt;
&lt;br /&gt;
===AKM (remastered version)===&lt;br /&gt;
In ''Modern Warfare Remastered'', the AK-47's weapon model has been changed to that of an [[AKM]], as indicated by the stamped receiver, the sloped flash hider and the straight stock.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|350px|Izhmash AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Codmwr AKM holding.jpg|thumb|none|600px|Holding the ''Remastered'' AKM.]]&lt;br /&gt;
[[Image:Codmwr AKM aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[Image:Codmwr AKM reloading 1.jpg|thumb|none|600px|Reloading. Note the steel-cased 7.62x39mm rounds. This is accurate; AK-type weapons are not designed to feed brass-cased ammunition, and feed steel-cased rounds far more reliably.]]&lt;br /&gt;
[[Image:Codmwr AKM reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[Image:Codmwr AKM world.jpg|thumb|none|600px|A trio of AKMs lie on the table, showing off their defining features.]]&lt;br /&gt;
[[File:MWRAKbattleworn.jpg|thumb|none|600px|An AKM found in multiplayer, featuring the &amp;quot;Battleworn&amp;quot; skin, a PBS-1 sound suppressor, and woodland camouflage.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK-74u&amp;quot;==&lt;br /&gt;
A mix-and-match of different Kalashnikovs appears in game as a submachine gun under the name &amp;quot;AK-74u.&amp;quot; While it handles like the other SMGs and its damage is modeled equivalent to the H&amp;amp;K MP5, the AK-74u penetrates walls and other cover like the other assault rifles, a trait it does not share with the other SMGs, though in return its sights also have more pronounced idle sway like an assault rifle. With decent power and accuracy, the AK-74u is an effective close- and medium-range weapon. In the campaign, it is mostly seen in the hands of Al-Asad's Middle East forces, and has a slower rate of fire than in multiplayer. One with a GP-30 is seen in the S.A.S. armory. It is modeled on the JG &amp;quot;AK Beta-F&amp;quot; airsoft rifle, which is an AKS-47 with a very short front end, an [[AKS-74U]] gas block/front sight, flash hider, and rear sight, and black polymer furniture with an RIS rail on the handguard. The version in game has bakelite magazines, which led to some to believe it actually was a 74; the curve of the magazine and grooves on the magwell give away that it is based on a 47.&lt;br /&gt;
[[File:Jg-ak47s-fs.jpg|thumb|none|350px|'''Airsoft''' JG &amp;quot;AK Beta-F&amp;quot; rifle.]]&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|350px|An actual AKS-74U for comparison - 5.45x39mm]]&lt;br /&gt;
[[Image:MW1-AK74U-1.jpg|thumb|none|600px|Soap reloads the &amp;quot;AK-74u&amp;quot; during the mission &amp;quot;Crew Expendable;&amp;quot; note the AK-74-style Bakelite magazine.]]&lt;br /&gt;
[[File:COD4WeaponsTable.jpg|thumb|none|600px|An AK-74u on a table.]]&lt;br /&gt;
[[File:COD4SASArmoury.jpg|thumb|none|600px|The AK-74u with a GP-30 above the G36C.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U (remastered version)===&lt;br /&gt;
In ''Modern Warfare Remastered'', the weapon is modeled after an actual [[AKS-74U]], but it is still has the original model's underfolding stock and black furniture. With the &amp;quot;Whiteout&amp;quot; weapon kit equipped in Multiplayer, the magazine is re-textured to look like a Magpul PMAG, with a black finish and a similar textured grip pattern. The key distinguishing difference is that the Soviet-style mag is pinched for the length of the projectile at the front, where a 5.45 PMAG has a uniform body thickness.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|350px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[Image:Codmwr AKS-74U holding.jpg|thumb|none|600px|Holding the ''Remastered'' AKS-74U.]]&lt;br /&gt;
[[Image:Codmwr AKS-74U aim.jpg|thumb|none|600px|Ironsights. Despite being remastered, the user still can't seem to aim properly with it, doing his best to ignore the rear sight notch...]]&lt;br /&gt;
[[Image:MWRAKS74Uads fixed.jpg|thumb|none|600px|Looking down while aiming with a high enough vertical sensitivity setting gives a better impression of what the sight picture should be.]]&lt;br /&gt;
[[Image:Codmwr AKS-74U reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:Codmwr AKS-74U reloading 2.jpg|thumb|none|600px|Chambering a new round after an empty reload.]]&lt;br /&gt;
[[Image:Codmwr AKS-74U world.jpg|thumb|none|600px|AKS-74U lies on the table, giving a good look at the proper 5.45mm magazine and AKMS-like underfolding stock.]]&lt;br /&gt;
[[File:MWRAKS74U.jpg|thumb|none|600px|View of the other side of the AKS-74U.]]&lt;br /&gt;
&lt;br /&gt;
==Colt AR-15A3==&lt;br /&gt;
The civilian [[M16 rifle series#Colt AR-15A3 Tactical Carbine|Colt AR-15A3]] (distinguishable by its 16 inch non-stepped heavy barrel) is one of the main assault rifles featured in the game. The AR-15A3 (a semi-automatic only weapon) is referred to as an &amp;quot;[[M4A1]]&amp;quot; (a full-auto firing weapon) in singleplayer, but as an &amp;quot;M4 Carbine&amp;quot; (a three-round burst firing weapon) in multiplayer, and while it actually fires full-auto in game, its fire selector switch is always set to semi-auto. The weapon features a [[M16 rifle series#Diemaco.2FColt_Canada_C8_Carbine|Colt Canada C8]] four-position collapsible stock, an [[M16A1]] pistol grip and M16A1 flash hider, a KAC RIS handguard, and lacks a bayonet lug. It also has KAC rail covers on whatever rails are not in use (meaning always one on the right side), but they are only visible from a third-person view, and is equpped with a KAC foregrip as standard, but it is ''not'' visible in third person. If selected, the AR-15A3 can use an M203 grenade launcher; the third-person model of the launcher is oddly scaled down to about half the proper size, though the first-person model is scaled correctly. If optics are attached, the front sight/gas block is removed to provide a clearer sight picture, however this raises the same issue as the M16A4 above.&lt;br /&gt;
Attachments available for the AR-15A3 in the multiplayer are: a Sightmark Sure Shot reflex sight, a Trijicon 4x32 ACOG, an M203 grenade launcher, or a suppressor. As expected, the Sure Shot and ACOG replace the carrying handle, the M203 replaces the KAC foregrip, and the Suppressor replaces the M16A1 flash hider. In singleplayer it appears in one of four specialized versons. There is a fifth, unused version called &amp;quot;M4 SOPMOD,&amp;quot; that has the same attachments as the weapon of the same name in the actual game, except having iron sights. It can be seen in the SAS armory and can be acquired through the &amp;quot;Give All&amp;quot; cheat in the developer's console on the PC version while on the level &amp;quot;All In.&amp;quot;&lt;br /&gt;
[[Image:ColtAR-15A3TacticalCarbine.jpg|thumb|none|350px|Colt AR-15A3 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|350px|Colt M4A1 for comparison - 5.56x45mm NATO)]]&lt;br /&gt;
[[Image:CoD4-M4A1regular.jpg|thumb|none|600px|&amp;quot;M4A1 Carbine&amp;quot;, the regular AR-15A3 is a common US Marine weapon and &amp;quot;Soap&amp;quot; MacTavish's final mission weapon. It is fitted with a Tasco Red Dot reflex scope, an AN/PEQ-2A IR designator, and a KAC foregrip.]]&lt;br /&gt;
[[Image:CoD4-M4A1SOFMOD.jpg|thumb|none|600px|&amp;quot;M4A1 SOPMOD&amp;quot;, used by some of the SAS soldiers and could be considered &amp;quot;Soap&amp;quot; MacTavish's signature weapon. It is fitted with a Sightmark Sure Shot reflex sight, an AN/PEQ-2A IR designtor, an M203 grenade launcher (plus leaf sight), and a suppressor.]]&lt;br /&gt;
[[Image:CoD4-M4Grenadier.jpg|thumb|none|600px|&amp;quot;M4A1 Grenadier&amp;quot;, used by a few of the US Marines and is Captain Price's signature weapon, along with his 1911. It is fitted with an EOTech 552 holographic sight, an AN/PEQ-2A IR designator, and an M203 grenade launcher (plus leaf sight).]]&lt;br /&gt;
[[Image:COD4M4A1-3.jpg|thumb|none|600px|&amp;quot;M4A1 Suppressed&amp;quot;, only used by non-player characters (NPCs). It is fitted with a Tasco Red Dot reflex scope, an AN/PEQ-2A IR designator, a KAC foregrip, and a suppressor. It can be acquired through the &amp;quot;Give All&amp;quot; cheat in the developer's console on the PC version while on any level it is featured in.]]&lt;br /&gt;
[[Image:Cod4-unusedM4.jpg|thumb|none|600px|An unused variant of the &amp;quot;M4A1 SOPMOD&amp;quot; acquired by the &amp;quot;Give All&amp;quot; cheat and has the same features as the regular variant, but has iron sights instead of a Sightmark Sure Shot reflex sight.]]&lt;br /&gt;
[[Image:COD4M4A1-4.jpg|thumb|none|600px|A US Recon Marine armed with an AR-15A3 Grenadier. Note the very goofed up proportions of the weapon (and M203) and the right side of the weapon is a mirror of the left side as mentioned with the M16A4. Also note the lack of front sight/gas block and the fire selector switch set on semi-auto rather than full-auto.]]&lt;br /&gt;
[[Image:COD4 - M4A1 1.jpg|thumb|none|600px|Captain Price with his signature AR-15A3 Grenadier in &amp;quot;No Fighting in the War Room.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 (remastered version)===&lt;br /&gt;
In ''Modern Warfare Remastered'', the weapon is correctly modeled after an [[M4A1]].&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|350px|Colt M4A1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Codmwr Colt M4A1 holding 1.jpg|thumb|none|600px|Holding the ''Remastered'' M4A1 in the ''Remastered'' &amp;quot;Charlie Don't Surf&amp;quot;, still featuring the unique-to-singleplayer red dot scope. Note that while it may seem as if the gas block has been incorrectly removed ''again'' when mounting optics, a low-profile gas block is actually mounted in place of the regular one. This model only applies to the player's rifle and not any NPCs who have a similar setup and they retain the front sight post.]]&lt;br /&gt;
[[Image:Codmwr Colt M4A1 holding 2.jpg|thumb|none|600px|Holding another variant, this time with an EOtech holographic sight and an M203.]]&lt;br /&gt;
[[Image:Codmwr Colt M4A1 reloading 1.jpg|thumb|none|600px|Reloading. Here we see one of nature's more uncommon sights, being a fire selector correctly set to auto.]]&lt;br /&gt;
[[Image:Codmwr Colt M4A1 world.jpg|thumb|none|600px|An M4A1 in the first singleplayer configuration lies on the table. Note that the foregrip is missing, and how the front sight gas block is still attached in third-person, rather than the low-profile one shown in first-person. Also note that in this configuration, the red dot is sitting too low to properly co-witness with the front sight and would make aiming the dot extremely difficult.]]&lt;br /&gt;
[[File:MWRM4M203.jpg|thumb|none|600px|Inspect animation of a M4A1/M203 combo, showing off that the former has modeled the right side of the receiver in the player model unlike in the original.]]&lt;br /&gt;
&lt;br /&gt;
==FN LAR (remastered only)==&lt;br /&gt;
The [[FN FAL#FN LAR|FN LAR]] has been added to ''Modern Warfare Remastered'' via an update on February 7, 2017. It is referred to as &amp;quot;XM-LAR&amp;quot; in-game, and has the handguard and charging handle of a [[FN FAL#DSA SA58 OSW|DSA SA58 OSW]].&lt;br /&gt;
[[File:FN-LAR.jpg|thumb|none|400px|FN LAR (Light Automatic Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎‎|thumb|none|350px|DSArms SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36#Heckler &amp;amp; Koch G36C|H&amp;amp;K G36C]] is the first weapon the player get to use in the campaign. It is Gaz's signature weapon, and also used by other SAS soldiers, the Russian loyalists in the mission &amp;quot;Safehouse&amp;quot; and by many enemies late in the game. It anachronistically appears in both missions set in 1996, despite the G36 series not entering Bundeswehr service until 1997, and the G36C itself not being introduced until 2001. It is always equipped with a Tasco red dot scope in single-player. It has slightly heavier recoil than the [[M16 rifle series#Colt AR-15A3 Tactical Carbine|Colt AR-15A3]], but a higher rate of fire and much less sight sway. It is modeled with equal damage to the AR-15A3, reflecting its intermediate status as a carbine. It is incorrectly depicted with a magazine that is released by flicking the weapon downwards akin to an AR magazine; G36 magazines are removed by actuating the paddle forward of the trigger guard, similar to the [[AK-47]]. It is clearly missing the front sight and because of how low the red dot sits, you should be able to see the rear sight, but the Remastered Edition corrects this by adding back the front sight and put the red dot on a riser. &lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|350px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MW1-G36-1.jpg|thumb|none|600px|&amp;quot;Soap&amp;quot; MacTavish holds a G36C fitted with a Tasco red dot scope during the mission &amp;quot;FNG&amp;quot; as he looks over a second cut section of the tutorial, movement training. Both training areas on the South side of the complex were cut from the final game (though the areas themselves are still present), but were re-added in the ''Remastering''.]]&lt;br /&gt;
[[Image:MW1-G36-2.jpg|thumb|none|600px|Soap reloads his G36C on the firing range; note the fire selector set to semi-auto. The &amp;quot;translucent&amp;quot; magazine is rather obviously just a solid box with bullet textures on the sides. Note the lack of the front iron sight.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered Version===&lt;br /&gt;
[[File:MWRG36C.jpg|thumb|none|600px|H&amp;amp;K G36C in idle.]]&lt;br /&gt;
[[File:MWRG36C1.jpg|thumb|none|600px|Aiming the G36C, perhaps one of the most prolific sight pictures in modern first person shooters.]]&lt;br /&gt;
[[File:MWRG36C2.jpg|thumb|none|600px|Disregarding the established bays next to him, this Marine lets the range safety officer know who is boss...]]&lt;br /&gt;
[[File:MWRG36C3.jpg|thumb|none|600px|Reloading a fresh translucent magazine.]]&lt;br /&gt;
[[File:MWRG36C4.jpg|thumb|none|600px|Giving the charging handle a tug.]]&lt;br /&gt;
[[File:MWRG36C5.jpg|thumb|none|600px|Right side of the G36.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3#Heckler &amp;amp; Koch HK91|Heckler &amp;amp; Koch HK91A3]], noted by lack of paddle magazine-release, collapsible stock, and two position fire selector (which is always set to safe, even with the animation for picking one up off the ground showing the player release the safety with his left hand), incorrectly designated as a &amp;quot;[[G3]]&amp;quot; in-game, is a common battle rifle used by the enemy factions. While firing on full-auto in single-player, in multiplayer it is restricted to semi-auto, but with a greatly increased maximum rate of fire (1200RPM vs 600RPM). The HK91A3 fires 7.62x51mm NATO from a twenty-round magazine. In the game, the base damage from this weapon is inaccurately equivalent to both the [[AK-47]] and [[M16A4]], though it seems to have better damage at range. The [[M14]], which fires the same ammunition and is in the same class, is accurately modeled as more powerful than rifles firing intermediate cartridges such as the 5.56x45mm NATO or the 7.62x39mm Soviet. The in-game weapon accurately reflects the high accuracy of the G3 however the amount of recoil is inaccurately portrayed as being very low when firing.&lt;br /&gt;
[[Image:HK91A3.jpg|thumb|350px|none|HK91-A3 with factory telescoping Stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:COD4G3.jpg|thumb|none|600px|&amp;quot;G3&amp;quot; as in-game.]]&lt;br /&gt;
[[Image:G3-CoD4.jpg|thumb|none|601px|Holding the HK91A3 in &amp;quot;All Ghillied Up&amp;quot;.]]&lt;br /&gt;
[[Image:HK91A3-CoD4.jpg|thumb|none|600px|Sgt. Paul Jackson reloads his captured HK91A3 in &amp;quot;Shock and Awe&amp;quot;. Note the lack of a paddle release, indicating that it is an HK91A3 instead of a G3A3 as previously written.]]&lt;br /&gt;
[[Image:COD4 - G3 1.jpg|thumb|none|600px|An OpFor soldier wields a HK91A3 in &amp;quot;The Bog.&amp;quot;]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
Whereas most of the above weapons were replaced with the proper models they were named after for ''Remastered'', the HK91A3 has made it into the new version with no significant modifications to turn it into a different weapon. That said, the &amp;quot;Battleworm&amp;quot; weapon kit gives it an early [[Heckler &amp;amp; Koch G3#Heckler &amp;amp; Koch G3|G3]] wooden buttstock and a [[CETME Rifle|CETME Model C]] handguard.&lt;br /&gt;
[[Image:Codmwr HK91A3 holding.jpg|thumb|none|600px|Holding the ''Remastered'' HK91A3.]]&lt;br /&gt;
[[Image:Codmwr HK91A3 aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[Image:Codmwr HK91A3 reloading 1.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[Image:Codmwr HK91A3 reloading 2.jpg|thumb|none|600px|Releasing the charging handle.]]&lt;br /&gt;
[[Image:Codmwr HK91A3 world.jpg|thumb|none|600px|An HK91A3 lies on the table. The continued lack of the paddle magazine release from an actual G3 like the game is still claiming it to be is apparent.]]&lt;br /&gt;
[[File:MWRHK91.jpg|thumb|none|600px|Equip animation of the HK91A3, where the character slaps the fire selector off of safe.]]&lt;br /&gt;
[[File:MWRHK91 1.jpg|thumb|none|600px|Why you would do this with the supporting hand instead of the dominant thumb is a mystery for another time.]]&lt;br /&gt;
[[File:MWRHK91 2.jpg|thumb|none|600px|Right side of the HK91, which shows the non ambidextrous fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14 rifle#M14 Rifle|M14]] appears exclusively in multiplayer with a black stock, silver Knight's Armaments RAS, a silver RAS scope mount, and black rail covers on the side rails. It fires 7.62x51mm from a twenty-round magazine, like the G3, but unlike the G3 is accurately portrayed as being significantly more powerful than the other assault rifles, and has a hefty recoil befitting the powerful cartridge. Like the G3, the semi-auto sniper rifles and pistols, its maximum rate of fire is a ridiculous figure of 1200 RPM. The bolt does not lock open upon emptying the weapon.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the weapon lacks the bayonet lug under the front sight, and the third-person model also lacks the fire-control lever, making it resemble the [[M14 rifle#Springfield Armory M1A|Springfield Armory M1A]] civilian version.&lt;br /&gt;
&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|350px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|350px|Springfield Armory M1A with synthetic stock - 7.62x51mm]]&lt;br /&gt;
[[Image:COD4MWM14.jpg|thumb|none|600px|M14 information screen in-game.]]&lt;br /&gt;
[[Image:M14rifle-Cod4.jpg|thumb|none|600px|An M14 in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered Version===&lt;br /&gt;
In ''Modern Warfare Remastered'', the weapon has the bayonet lug and correctly has the fire selector in third-person. The optic mount is now only present with an optic. An M14 with a torn-up wooden stock is present in the Multiplayer as part of the &amp;quot;Battleworn&amp;quot; weapon kit. Like in the original game, the bolt does not lock back upon being emptied.&lt;br /&gt;
&lt;br /&gt;
[[File:MWRM14.jpg|thumb|none|600px|M14 in idle.]]&lt;br /&gt;
[[File:MWRM14 1.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MWRM14 2.jpg|thumb|none|600px|Reloading a 20-round magazine.]]&lt;br /&gt;
[[File:MWRM14 3.jpg|thumb|none|600px|Chambering a round.]]&lt;br /&gt;
[[File:MWRM14 4.jpg|thumb|none|600px|Inspecting the M14. It still has the short SOCOM 16 style barrel of the original.]]&lt;br /&gt;
[[File:MWRM14 5.jpg|thumb|none|600px|The animation ends with a lovely brass check.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] is one of the available assault rifles in the game, used by many of the U.S. Recon Marines. Lt. Vasquez carries an M16A4/[[M203 grenade launcher|M203]] combo as his weapon of choice. In-game, the M16A4 is attributed with almost the same damage as the [[AK-47]] and [[G3A4]], despite the real weapon having far from the energy of either. In single-player, the M16A4 incorrectly fires fully automatic (like the M16A3), unlike in multiplayer, in which it is depicted accurately, firing in three-round burst mode. This makes an on-target salvo from the M16A4 very effective, but also makes misses much more costly, especially in close-quarters when pitted against full-auto weapons.&lt;br /&gt;
Optics mounted on the M16A4 remove the front sight and gas block, which would render the gun unable to cycle automatically after the first shot, and the shooter would have to manually rack the bolt to load the next round into the chamber, effectively making the gun bolt-action. In addition, when not equipped with an M203, the third-person model appears with the standard M16A2-style handguard instead of the KAC M5 railed handguard with covers that appears in first-person. When equipped with a M203, the old dedicated M203 heat shield is used instead of the KAC railed handguard, giving the weapon the appearance of an M16A2. The weapon also appears to be using an [[M16A1]] flash hider and it has an M16A1 carrying handle in third-person (if optics are not equipped). In the campaign, it is portrayed to fire in full auto and only burst in multiplayer. The same still applies to the Remastered edition. &lt;br /&gt;
[[Image:M16A4Standard.jpg|thumb|none|350px|M16A4 - 5.56x45mm NATO.]]&lt;br /&gt;
[[Image:COd4M4A1-1.jpg|thumb|none|601px|Jackson holds an M16A4 in the mission &amp;quot;War Pig.&amp;quot;]]&lt;br /&gt;
[[Image:COD4M4A1-2.jpg|thumb|none|600px|A promotional image showing a US Recon Marine firing his M16A4 during the mission &amp;quot;War Pig.&amp;quot; Notice that the right side of the weapon is a mirror of the left side, this error is also present on the Colt AR-15A3 Carbine (appears as &amp;quot;M4 Carbine&amp;quot; in-game). Additionally, note the American flag patch displayed on the Desert MARPAT uniform; the color scheme is inaccurate and US Marines do not wear flag patches on their uniforms in real life. There is also a M136 AT4 visible on the Marine's back.]]&lt;br /&gt;
[[Image:COD4M16A4-1.jpg|thumb|none|601px|A player character in multiplayer armed with an M16A4 fitted with an M203 &amp;quot;Noob Tube,&amp;quot; nicknamed such because direct or even reasonably-close hits with its grenades are instant kills.]]&lt;br /&gt;
[[Image:COD4M16A4-5.jpg|thumb|none|600px|Lieutenant Vasquez and another US Recon Marine, armed with M16A4 rifles during the mission &amp;quot;War Pig&amp;quot;. If you look closely at the helmet of Lieutenant Vasquez, you can see that he is wearing a Mich 2001 which is very inaccurate since the USMC uses both the Lightweight Helmet and Mich only.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The M16A4 in ''Modern Warfare Remastered'' comes standard with 2 less rail covers on the 3 and 9 o'clock rails, the fire selector properly set to &amp;quot;Burst&amp;quot;, and a slightly shorter rear sight (or slightly taller carry handle). The old heatshield is retained when the M203 is equipped, however the model is the same rail-mounted M203 as used on the rest of the assault rifles. This can clearly be seen with the &amp;quot;Battleworn&amp;quot; weapon kit equipped. Like the M4A1, the front sight is replaced with a low-profile gas block when using optics.&lt;br /&gt;
&lt;br /&gt;
[[Image:Codmwr M16A4 holding.jpg|thumb|none|600px|Holding the ''Remastered'' M16A4.]]&lt;br /&gt;
[[Image:Codmwr M16A4 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:Codmwr M16A4 reloading 1.jpg|thumb|none|600px|Reloading; the ''Remastered'' M16A4 seems to have gone back to its original G36C-like animations rather than continuing to share the M4's as it has for the last seven years. Given the fact that the weapon model is the same in campaign and multiplayer, the &amp;quot;Burst&amp;quot; setting becomes incorrect in the case of the campaign version that is fully-automatic.]]&lt;br /&gt;
[[Image:Codmwr M16A4 reloading 2.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[Image:Codmwr M16A4 world.jpg|thumb|none|600px|A pair of M16A4s attempting to replicate the IMFDB site logo.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] only appears in multiplayer, referred to as the &amp;quot;MP44&amp;quot; (as it was in earlier ''Call of Duty'' games). It is powerful with no sway whatsoever while aiming (which it shares with the burst firing M16 and the 2 semi-auto rifles in its class), but has high recoil and low accuracy during sustained fire. It appears as a nod to the previous Call of Duty games, and is also the same model of the STG-44 from ''[[Call of Duty 2]]''. It is incompatible with the attachments available for other assault rifles (another throwback to the earlier titles, where weapons could not be modified beyond adding scopes to bolt-action and semi-auto rifles), but it can still accept camouflage.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|350px|Sturmgewehr 44(MP44) - 7.92 Kurz]]&lt;br /&gt;
[[Image:MP44_CoD4.jpg|thumb|none|600px|MP-44 information]]&lt;br /&gt;
[[Image:MP44b-CoD4.jpg|thumb|none|600px|An MP44 in multiplayer.]]&lt;br /&gt;
[[Image:MP44c-CoD4.jpg|thumb|none|600px|Reloading the MP44 on the multiplayer map, &amp;quot;Countdown&amp;quot;. Note that the MP44 is reusing the reloading animation for the AK-47. The MP44 also reuses the AK-47's firing sound.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered Version===&lt;br /&gt;
[[File:MWRMP44.jpg|thumb|none|600px|The ''Remastered'' Sturmgewehr 44.]]&lt;br /&gt;
[[File:MWRMP44 1.jpg|thumb|none|600px|StG-44 iron sights.]]&lt;br /&gt;
[[File:MWRMP44 2.jpg|thumb|none|600px|Reloading an 8mm Kurz magazine.]]&lt;br /&gt;
[[File:MWRMP44 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWRMP44 5.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:MWRMP44 6.jpg|thumb|none|600px|Showing off the prized MP44.]]&lt;br /&gt;
[[File:MWRMP44 7.jpg|thumb|none|600px|The right side shows the dust cover is absent, unfortunately.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
A programming bug makes all weapon scopes use the &amp;quot;scope_overlay_m40a3&amp;quot; image (the M40A3 reticle) rather than their own; the game files contain ''seven'' other reticle models, including two separate ones for the M21. Unfortunately, this error was not corrected in the remastered edition.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1==&lt;br /&gt;
The [[Barrett M82]] appears once in the single player mission &amp;quot;One Shot, One Kill&amp;quot; as a stationary weapon (with variable zoom and unlimited ammunition), which Lieutenant Price uses to take the titular shot. It is an unlockable weapon in multiplayer, where it is the most powerful rifle available. Much is made of the supposedly realistic ballistics in &amp;quot;One Shot, One Kill;&amp;quot; a long list of factors affecting the shot is given, but the only two actually accounted for are bullet drop due to range and deflection due to wind; the weapon does fire modelled projectiles in this sequence rather than using hitscans. The actual purpose of the long-range shot is rather less than realistic; the first shot the player fires which intersects Zakhaev's hitbox will always curve and hit his arm no matter where it was aimed, while all subsequent shots, regardless of aim, will curve away and miss him. This odd &amp;quot;force field&amp;quot; is later seen again when the player is tasked with firing RPGs at a Mi-24 Hind with Zakhaev in it, and they will always curve away from it to miss.&lt;br /&gt;
[[Image:M82a1.jpg|thumb|none|350px|Barrett M82A1 - .50 BMG]]&lt;br /&gt;
[[Image:Barret50cal.jpg|thumb|none|600px|M82A1 information screen]]&lt;br /&gt;
[[Image:Chernm82.jpg|thumb|none|600px|The M82A1 used in &amp;quot;One Shot, One Kill&amp;quot;. A photo of the target is to the weapon's left. Apparently this weapon comes with two bipods, as one is folded up against the weapon, and one is deployed. The front sight is also up, when it should be down, as it obstructs the scope's view. This Barrett apparently also has the ability to remain level despite not resting on anything.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In ''Modern Warfare Remastered'''s multiplayer, the &amp;quot;Assassin&amp;quot; weapon kit places the M82A1 into a fictional chassis that features a full length RIS rail, giving it some resemblance to the [[Barrett M107]].&lt;br /&gt;
[[File:MWRM82.jpg|thumb|none|600px|Barrett M82 on the updated MP map ''Ambush.'']]&lt;br /&gt;
[[File:MWRM82 1.jpg|thumb|none|600px|Looking down the scope at what's left of the Abrams' armament.]]&lt;br /&gt;
[[File:MWRM82 2.jpg|thumb|none|600px|M82 mid-firing. A .50 BMG shell can be seen just through the rear sight.]]&lt;br /&gt;
[[File:MWRM82 4.jpg|thumb|none|600px|Unloaded a spent magazine.]]&lt;br /&gt;
[[File:MWRM82 3.jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:MWRM82 5.jpg|thumb|none|600px|Charging the Barrett.]]&lt;br /&gt;
[[File:MWRM82 6.jpg|thumb|none|600px|&amp;quot;Tickling&amp;quot; the M82.]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVD==&lt;br /&gt;
All enemy snipers use the [[SVD Dragunov|Dragunov SVD]]. Its random recoil makes it difficult to use. This gun is one of the six weapons in multiplayer that can have a gold finish.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|350px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:COD4SVD-2.jpg|thumb|none|600px|SVD Dragunov in-game.]]&lt;br /&gt;
[[Image:COD4SVD-1.jpg|thumb|none|601px|Jackson armed with an SVD Dragunov in-game.]]&lt;br /&gt;
[[File:COD4SVDTable.jpg|thumb|none|601px|The SVD on a table with a few spare mags.]]&lt;br /&gt;
[[Image:SVD-COD4.jpg|thumb|none|601px|A Russian Ultranationalist holds an SVD Dragunov during &amp;quot;All Ghilled Up.&amp;quot;]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr Dragunov SVD holding.jpg|thumb|none|600px|Holding the ''Remastered'' SVD.]]&lt;br /&gt;
[[Image:Codmwr Dragunov SVD aim.jpg|thumb|none|600px|A view through the still incorrectly-reticuled PSO-1 scope.]]&lt;br /&gt;
[[Image:Codmwr Dragunov SVD reloading 1.jpg|thumb|none|600px|Replacing the magazine.]]&lt;br /&gt;
[[Image:Codmwr Dragunov SVD reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[Image:Codmwr Dragunov SVD world.jpg|thumb|none|600px|SVD lies on the table.]]&lt;br /&gt;
[[File:MWRSVD.jpg|thumb|none|600px|Inspecting the Dragonuv, which has the same thumb animation as the M82.]]&lt;br /&gt;
&lt;br /&gt;
==M21==&lt;br /&gt;
The [[M14 Rifle#M21 Designated Marksman Rifle/M25 Sniper Rifle|M21 Sniper Rifle]] appears in this game in both suppressed and unsuppressed versions. Both SAS and Marine snipers use it. It is a top of the line M14 rifle fitted with a scope (and a silver RAS mount for that scope), silver Knight's Armaments RAS, black rail covers on the side rails, and a smaller ten-round magazine. It is fitted with a &amp;quot;Leupold Mark 4 6.5-20x50mm ER/T&amp;quot; scope. The rear end seems to be enlarged in game, most likely something to do with the scoping-in animations working properly, and the whole thing is also mirrored. Similarly to the M14, the third-person model lacks the fire selector (though it actually has a bayonet lug), making it resemble a scoped Springfield Armory M1A.&lt;br /&gt;
[[Image:Xm21rifle.jpg|thumb|none|350px|M21 Sniper Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:COD4MWM21.jpg|thumb|none|600px|M21 information screen]]&lt;br /&gt;
[[Image:COD4M21-2.jpg|thumb|none|600px|M21 rifle in multiplayer]]&lt;br /&gt;
[[Image:CoD4-suppressedM21.jpg|thumb|none|600px|Price's suppressed M21 in &amp;quot;All Ghillied Up&amp;quot;.]]&lt;br /&gt;
[[Image:CoD4-M21McMillian.jpg|thumb|none|600px|Captain MacMillian with his suppressed M21 in &amp;quot;All Ghilled Up.&amp;quot;]]&lt;br /&gt;
[[Image:CoD4-M21Reload.JPG|thumb|none|600px|Reloading the standard M21. If you pay close attention, you can see that the magazine release lever is stuck forward when the magazine is removed, which is also the case for the M14. This would indicate the lever is broken, therefore useless at its sole function and the magazine is only kept in place during normal gameplay by some form of magic.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered Version===&lt;br /&gt;
The third-person model in 'Modern Warfare Remastered'' now correctly displays the fire selector in third-person.&lt;br /&gt;
[[File:MWRM21.jpg|thumb|none|600px|M21 in the ''Remastered'' multiplayer.]]&lt;br /&gt;
[[File:MWRM21 1.jpg|thumb|none|600px|Scope view.]]&lt;br /&gt;
[[File:MWRM21 2.jpg|thumb|none|600px|Reloading the M21.]]&lt;br /&gt;
[[File:MWRM21 3.jpg|thumb|none|600px|Brass-check animation; same as the M14, although the scope and its rail unfortunately block most of the view.]]&lt;br /&gt;
&lt;br /&gt;
==M40A3==&lt;br /&gt;
The [[Remington 700#M40A3|M40A3]] is only usable in multiplayer, most likely due to a USMC sniper mission being cut from singleplayer, and is similar in performance to the R700. It is more accurate and nearly as powerful. It holds five rounds of 7.62x51mm NATO in an integral box-magazine and has to be loaded one bullet at a time. One with a black stock can be seen in the SAS armory. In multiplayer, it is the most popular sniper rifle, due to an oversight that increases its base damage when attached with an ACOG scope.&lt;br /&gt;
[[Image:M40a3.jpg|thumb|none|350px|M40A3 - 7.62x51]]&lt;br /&gt;
[[Image:COD4M40A3.jpg|thumb|none|600px|M40A3 rifle in game.]]&lt;br /&gt;
[[Image:M40A3-CoD4.jpg|thumb|none|600px|An M40A3 in the multiplayer map, &amp;quot;Crash&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In ''Modern Warfare Remastered'''s multiplayer, the &amp;quot;Assassin&amp;quot; weapon kit places the M40A3 into a custom chassis similar in style to the Cadex Defence Strike Dual rifle chassis.&lt;br /&gt;
[[File:MWRM40A3.jpg|thumb|none|600px|M40A3 in idle.]]&lt;br /&gt;
[[File:MWRM40A3 5.jpg|thumb|none|600px|Aiming the M40A3.]]&lt;br /&gt;
[[File:MWRM40A3 1.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:MWRM40A3 2.jpg|thumb|none|600px|Reloading, note the 7.62x51 cartridge in the character's hand.]]&lt;br /&gt;
[[File:MWRM40A3 3.jpg|thumb|none|600px|The M40A3's inspect animation.]]&lt;br /&gt;
[[File:MWRM40A3 4.jpg|thumb|none|600px|Similar to the M14/M21, the user performs a chamber-check.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700P==&lt;br /&gt;
The [[Remington 700#Remington Model 700P|Remington Model 700P]] appears as the &amp;quot;R700.&amp;quot; It is very powerful but has the shakiest scope view, heavy recoil, and frequently misses where it as actually shooting. It only appears once in single player, used by &amp;quot;Soap&amp;quot; MacTavish at the beginning of &amp;quot;Sins of the Father.&amp;quot; It holds four rounds of 7.62x51mm NATO in an integral box magazine and has to be loaded one bullet at a time. The caliber is determined based on the size of the bolt and breech. Though the M40A3 is very much the same weapon, they have slightly different attributes in-game.&lt;br /&gt;
[[Image:Rem700.jpg|thumb|none|350px|Remington Model 700P LTR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:COD4MWR700.jpg|thumb|none|600px|R700 information screen.]]&lt;br /&gt;
[[Image:COD4Rem700-2.jpg|thumb|none|600px|Remington Model 700P in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
Similarly to the M40A3, the &amp;quot;Assassin&amp;quot; weapon kit places the Remington 700 into a chassis comparable to the Cadex Defence Strike Dual rifle chassis.&lt;br /&gt;
[[File:MWRR700.jpg|thumb|none|600px|The updated Remington 700.]]&lt;br /&gt;
[[File:MWRR700 1.jpg|thumb|none|600px|Cycling the bolt; same as the M40A3.]]&lt;br /&gt;
[[File:MWRR700 2.jpg|thumb|none|600px|Reloading the R700.]]&lt;br /&gt;
[[File:MWRR700 3.jpg|thumb|none|600px|Inspecting; unlike the M40, the user does not perform a brass check.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Degtyarev RPD==&lt;br /&gt;
The Degtyarev [[RPD Light Machine Gun]] is the enemy's support weapon. It fires 7.62x39mm rounds from a hundred-round belt box. Mounted RPDs are usable in &amp;quot;Shock and Awe&amp;quot; and &amp;quot;Safehouse.&amp;quot; It is the most accurate machine gun when aiming down the sight (even without an ACOG or red dot sight), but has poor hip-fire accuracy and takes almost ten seconds to reload. It is incorrectly seen in the hands of Russian troops in 1996 and 2011, who have actually switched to the [[PKM]] decades before.&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|350px|RPD Light Machine Gun - 7.62x39mm]]&lt;br /&gt;
[[Image:COD4RPD.jpg|thumb|none|600px|In game description]]&lt;br /&gt;
[[Image:RPD-CoD4.jpg|thumb|none|600px|The RPD in-game.]]&lt;br /&gt;
[[File:COD4RPDSights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:COD4RPDReload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:COD4RPD-1.jpg|thumb|none|600px|An OpFor soldier aiming an RPD in &amp;quot;The Bog&amp;quot;, accepting the fact that his hand has become one with the magazine.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr RPD holding.jpg|thumb|none|600px|Holding the ''Remastered'' Degtyarev RPD.]]&lt;br /&gt;
[[Image:Codmwr RPD aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[Image:Codmwr RPD reloading 1.jpg|thumb|none|600px|Replacing the belt.]]&lt;br /&gt;
[[Image:Codmwr RPD reloading2.jpg|thumb|none|600px|Charging the weapon. No, these screenshots aren't in reverse order for no reason; the reload has actually been modified so the handle is racked ''after'' replacing the belt, owing to how the RPD operates in reality (or perhaps to how everyone complained that the original ''CoD4'''s LMGs were breaking all the rules after nearly everything else followed the pattern of &amp;quot;replace ammo, then rechamber if empty&amp;quot; for the previous three and four-fifths games).]]&lt;br /&gt;
[[Image:Codmwr RPD world.jpg|thumb|none|600px|An RPD on the ground.]]&lt;br /&gt;
[[File:MWRRPD.jpg|thumb|none|600px|Left side of the RPD.]]&lt;br /&gt;
[[File:MWRRPD 1.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
&lt;br /&gt;
==M60E3==&lt;br /&gt;
The [[M60 machine gun|M60E3]] appears, incorrectly referred to as the M60E4, which has a much shorter barrel and larger handguard than the E3. It only appears once in single player, at the end of the game, used by one of the soldiers accompanying Zakhaev. It has a higher rate of fire in single player than in multiplayer. It fires 7.62x51mm rounds from a hundred-round belt box. It is the strongest machine gun, but it suffers from damage drop-off at long ranges and also takes almost ten seconds to reload. This gun is one of the six weapons in multiplayer that can have a gold finish.&lt;br /&gt;
[[Image:USOM60E3.jpg|thumb|none|350px|M60E3 machine gun with the full length barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:COD4M60E4.jpg|thumb|none|600px|M60E3 as ingame. Note that it lacks the vertical grip that's on the real one, although it can have a grip attached by the attachment &amp;quot;Grip&amp;quot;.]]&lt;br /&gt;
[[Image:M60E4-CoD4.jpg|thumb|none|600px|An M60E3 in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered Version===&lt;br /&gt;
[[File:MWRM60.jpg|thumb|none|600px|Looking at the Chernobyl V.I. Lenin Nuclear Power Station, M60E3 in hand.]]&lt;br /&gt;
[[File:MWRM60 1.jpg|thumb|none|600px|M60 iron sights.]]&lt;br /&gt;
[[File:MWRM60 2.jpg|thumb|none|600px|Tugging the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:MWRM60 3.jpg|thumb|none|600px|Placing a new 100-round box magazine.]]&lt;br /&gt;
[[File:MWRM60 4.jpg|thumb|none|600px|Feeding in the 7.62x51mm belt.]]&lt;br /&gt;
[[File:MWRM60 5.jpg|thumb|none|600px|Closing the top cover of the M60.]]&lt;br /&gt;
[[File:MWRM60 6.jpg|thumb|none|600px|Right side view.]]&lt;br /&gt;
&lt;br /&gt;
==M249E2 SAW==&lt;br /&gt;
The [[M249 SAW|M249E2]] appears in the game, used by the US Marines (Most notably Staff Sergeant Griggs) and members of the SAS (standing in for the FN Minimi). The M249 loads a hundred-round belt of 5.56x45mm. Its rate of fire is greater than the RPD or M60 but does less damage. Its recoil is greater in single player than in multiplayer. It can mount a grip, ACOG scope, or red dot sight.&lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|350px|M249 SAW(Squad Automatic Weapon) - 5.56x45mm (note heat shield over barrel and bent, finger grooved handle. The FN Minimi lacks these features and has a straight 90 degree handle.)]]&lt;br /&gt;
[[Image:COD4MSAW.jpg|thumb|none|350px|M249 SAW as used in-game.]]&lt;br /&gt;
[[Image:CoD4-M249.jpg|thumb|none|600px|An M249E2 SAW in &amp;quot;War Pig.&amp;quot;]]&lt;br /&gt;
[[File:COD4M249Sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:COD4M249Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:CoD4-M249soldier.jpg|thumb|none|600px|A US Marine fires his M249 SAW at OpFor forces.]]&lt;br /&gt;
[[Image:COD4 - M249 1.jpg|thumb|none|600px|Staff Sergeant Griggs aims his M249 as the doors to the launch facilities control room open.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr M249E2 holding.jpg|thumb|none|600px|Holding the ''Remastered'' FN M249E2 SAW.]]&lt;br /&gt;
[[Image:Codmwr M249E2 aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[Image:Codmwr M249E2 reloading 1.jpg|thumb|none|600px|Replacing the belt.]]&lt;br /&gt;
[[Image:Codmwr M249E2 reloading 2.jpg|thumb|none|600px|Flipping the top cover closed.]]&lt;br /&gt;
[[File:MWRM249 1.jpg|thumb|none|600px|Pulling the charging handle. Like the RPD, in ''Remastered'' it is now done after replacing the belt.]]&lt;br /&gt;
[[Image:Codmwr M249E2 world.jpg|thumb|none|600px|FN M249E2 SAW lies on the ground.]]&lt;br /&gt;
[[File:MWRM249.jpg|thumb|none|600px|Inspecting the M249 SAW, showing off the detail inside the receiver. Note the character actually pressing the latches that open the top cover with his left hand, another one of nature's unusual sights in video games.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==GP-30 Grenade Launcher==&lt;br /&gt;
The [[GP-series grenade launcher#GP-30|GP-30 grenade launcher]] is seen on the AK-47 only and is mislabelled as a GP-25; the quadrant sight for the launcher is mounted on the right-hand side of the weapon, while the GP-25's would be mounted on the left. One is also seen mounted on an &amp;quot;AK-74u&amp;quot; in the SAS armory. While the grenades do the same damage as the M203's, the GP-30 has a much faster draw time, but slightly slower reload.&lt;br /&gt;
[[Image:Gp-30 ak-74.jpg|thumb|none|350px|GP-30 grenade launcher mounted on an [[AK-74]] - 40mm &amp;amp; 5.45x39mm]]&lt;br /&gt;
[[Image:CoD4-GP-25.jpg|thumb|none|601px|The GP-30 mounted on an AK-47 as the player reloads it. Note this uses an M203 grenade model rather than anything the GP-30 could actually fire.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr GP-30 holding.jpg|thumb|none|600px|GP-30 mounted on an AKM.]]&lt;br /&gt;
[[Image:Codmwr GP-30 2.jpg|thumb|none|600px|Reloading the GP-30 after firing. Nine years after its introduction to the series, the GP-30 ''finally'' gets to load with a proper VOG-25 grenade, as well as not being flicked anymore as if it could eject a spent casing.]]&lt;br /&gt;
[[Image:Codmwr GP-30 3.jpg|thumb|none|600px|Sliding the new round into the weapon.]]&lt;br /&gt;
[[Image:Codmwr GP-30 1.jpg|thumb|none|600px|An AKM with a mounted GP-30 lies on a table.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher (Airsoft)==&lt;br /&gt;
An airsoft version of the [[M203 grenade launcher|M203 grenade launcher]], distinguishable by its distinctive RIS mount, appears as the standard grenade launcher for every weapon except the [[AK-47]]. Since a direct hit with even an unarmed shot is an instant kill, the M203 has earned the nickname &amp;quot;Noob Tube.&amp;quot; Equipping an M203 prevents that class from using Perk 1. When mounted on the [[M16 rifle series#Colt AR-15A3 Tactical Carbine|AR-15A3]] and [[M16A4]], the third-person model's lower receiver height is stretched and gives it a somewhat silly appearance, and the M203 itself is too small in scale in third-person, by about half. It also lacks a trigger guard.&lt;br /&gt;
[[Image:G&amp;amp;P_M203.jpg|thumb|none|350px|'''Airsoft''' M203 made by G&amp;amp;P - (fake) 40x46mm. Note the RIS mount, the one in-game is missing the knobs for some reason, but the rest of the mount is present. It's also worth noting that G&amp;amp;P's version of the launcher comes with the trigger guard removed, meaning this is most likely the exact make and model of airsoft M203 used to model the in-game one.]]&lt;br /&gt;
[[Image:COD4M4A1-4.jpg|thumb|none|600px|A US Recon Marine armed with an AR-15A3, fitted with an EOTech 552, an M203, and an AN/PEQ-2A.]]&lt;br /&gt;
[[Image:COD4M203.jpg|thumb|none|601px|M203 mounted on M16A4.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr m203 holding.jpg|thumb|none|600px|M203 mounted on M16A4.]]&lt;br /&gt;
[[Image:Codmwr m203 reloading 1.jpg|thumb|none|600px|Dropping a fired case.]]&lt;br /&gt;
[[Image:Codmwr m203 reloading 2.jpg|thumb|none|600px|Inserting a new cartridge.]]&lt;br /&gt;
[[Image:Codmwr m203 2.jpg|thumb|none|600px|M203 in game. It is still modeled after an airsoft version, as indicated by the RIS mount and the lack of a trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] anti-tank guided missile launcher is used in the single-player missions &amp;quot;War Pig&amp;quot; and &amp;quot;Heat&amp;quot; to destroy enemy tanks; it is single-shot and requires a lock-on to fire and can only lock onto (and thus fire at) those tanks; in-game the entire unit, launch tube and command launch unit combined, is discarded after firing for the user to pull a new fully-formed one out of nowhere. A direct-attack mode Javelin can be found near the missile silos on &amp;quot;All In.&amp;quot;&lt;br /&gt;
[[Image:Javalin.jpg|thumb|none|350px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[Image:JavelinCoD.jpg|thumb|none|600px|CoD4's Javelin is stuck in top-attack mode, hence the vertical trail from the descending missile.]]&lt;br /&gt;
[[File:COD4JavelinADS.jpg|thumb|none|600px|Javelin in ADS.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:Codmwr FGM-148 Javelin holding.jpg|thumb|none|600px|Holding the ''Remastered'' Javelin.]]&lt;br /&gt;
[[File:Codmwr FGM-148 Javelin aim.jpg|thumb|none|600px|Aiming at some OpFor tanks.]]&lt;br /&gt;
[[File:Codmwr FGM-148 Javelin world.jpg|thumb|none|600px|A Javelin on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
[[FIM-92A Stinger]]s appear in enemy weapons caches in &amp;quot;Hunted&amp;quot; and &amp;quot;All Ghillied Up,&amp;quot; though using one in the latter mission runs counter to its stealth aspect. They are used against enemy helicopters, one of which is on the ground with multiple trees and vehicles surrounding it; it's kind of surprising the Stinger can even get a lock.&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|350px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[File:COD4StingerSights.jpg|thumb|none|600px|Sights of a Stinger.]]&lt;br /&gt;
[[Image:Stinger-COD4.jpg|thumb|none|600px|Three Stingers lying by a weapons cache.]] &lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
Some Marine NPCs have an [[M136 AT4]] strapped to their packs. It was cut as a usable weapon from the final game, but is accessible in &amp;quot;Shock and Awe&amp;quot; through the &amp;quot;Give All&amp;quot; cheat.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|350px|M136 AT4 - 84mm]]&lt;br /&gt;
[[Image:COD4M4A1-2.jpg|thumb|none|600px|The same promotional image as in the M16A4 section; a US Recon Marine firing his M16A4 with an M136 visible on his back.]]&lt;br /&gt;
[[Image:AT4-Cod4.jpg|thumb|none|600px|The AT4 in &amp;quot;Shock and Awe&amp;quot; after using the &amp;quot;Give All&amp;quot; cheat. Note that there is no reload animation and that it is treated as reloadable as the weapon was scrapped during development.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:Codmwr M136 AT4 1.jpg|thumb|none|600px|M136 AT4 in-game.]]&lt;br /&gt;
[[File:Codmwr M136 AT4 2.jpg|thumb|none|600px|M136 AT4 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is commonly seen in enemy hands and can be used by the player in-game. In multiplayer it is a good weapon against helicopters but has abysmal accuracy at long range due to the round spiraling unpredictably, probably because it doesn't deploy its stabilizing fins after launch.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|350px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:RPG-7-CoD4.jpg|thumb|none|600px|An RPG-7 in &amp;quot;Charlie Don't Surf&amp;quot;.]]&lt;br /&gt;
[[File:COD4RPGSights.jpg|thumb|none|600px|Sights.]]&lt;br /&gt;
[[File:COD4RPGReload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:COD4RPGTable.jpg|thumb|none|600px|Opfor RPG-7s on a table.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr RPG-7 holding.jpg|thumb|none|600px|Holding the ''Remastered'' RPG-7.]]&lt;br /&gt;
[[Image:Codmwr RPG-7 aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[Image:Codmwr RPG-7 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:Codmwr RPG-7 reloading 2.jpg|thumb|none|600px|Replacing the warhead.]]&lt;br /&gt;
[[Image:Codmwr RPG-7 world.jpg|thumb|none|600px|RPG-7 lies on the table.]]&lt;br /&gt;
[[File:MWRRPG.jpg|thumb|none|600px|Inspecting the RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-27==&lt;br /&gt;
The [[RPG-27]] is seen strapped to the packs of several Ultranationalists.&lt;br /&gt;
[[Image:Rpg27.jpg|thumb|none|350px|RPG-27 rocket launcher - 105mm]]&lt;br /&gt;
[[Image:RPG-27-COD4.jpg|thumb|none|600px|An RPG-27 on the back of a Russian Ultranationalist.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The frag grenades seen in game are [[M67 hand grenade]]s. They bounce much greater than their real-world counterparts and inflict damage solely through concussive force. In singleplayer, the player begins each level with four grenades. In multiplayer, everyone has one grenade and can choose a perk to carry three.&lt;br /&gt;
[[Image:M67.jpg|thumb|none|150px|M67 Hand Grenade]]&lt;br /&gt;
[[Image:CoD4-M67.jpg|thumb|none|600px|A player about to pull the pin on an M67 grenade and throw it. The grenade, not the pin.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr M67 Hand Grenade.jpg|thumb|none|600px|M67 grenade. Pulling the pin.]]&lt;br /&gt;
[[Image:Codmwr M67 Hand Grenade 2.jpg|thumb|none|600px|Grenade lies on the table.]]&lt;br /&gt;
[[Image:Codmwr M67 Hand Grenade 3.jpg|thumb|none|600px|Boxes of grenades.]]&lt;br /&gt;
&lt;br /&gt;
==M83 Smoke Grenade==&lt;br /&gt;
[[AN/M8 smoke grenade#M83 Smoke Grenade|M83 smoke grenade]]s only appear in single player in &amp;quot;All In&amp;quot; and &amp;quot;Heat.&amp;quot; Smoke grenades in multiplayer cannot be used in conjunction with the &amp;quot;Special Grenades x3&amp;quot; perk.&lt;br /&gt;
[[Image:m87.JPG|thumb|none|150px|M83 smoke grenade]]&lt;br /&gt;
===M18 (remastered version)===&lt;br /&gt;
In ''Modern Warfare Remastered'', the M83 is replaced with the [[M18 smoke grenade]].&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:Codmwr M18 smoke 4.jpg|thumb|none|600px|Pulling the pin on an M18 smoke grenade.]]&lt;br /&gt;
[[Image:Codmwr M18 smoke 1.jpg|thumb|none|600px|M18 smoke grenades on the body of an OpFor soldier.]]&lt;br /&gt;
[[Image:Codmwr M18 smoke 2.jpg|thumb|none|600px|More smoke grenades on his belt.]]&lt;br /&gt;
[[Image:Codmwr M18 smoke 3.jpg|thumb|none|600px|Zakhaev's mercenaries also have M18s.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
[[M84 stun grenade]]s appear as both the stun and flash bang grenades, oddly having its uses split between the two. In multiplayer, a player can select either a flashbang or a stun grenade as special grenades, and carry three with a perk.&lt;br /&gt;
[[Image:M84stun.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[Image:M84trio-CoD4.jpg|thumb|none|600px|Three M84 stun grenades on a crate with an SVD Dragunov in &amp;quot;Ultimatum&amp;quot;.]]&lt;br /&gt;
[[Image:M84flash-CoD4.jpg|thumb|none|600px|An M84 stun grenade in mid-air on the multiplayer map, &amp;quot;Crash&amp;quot;.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr M84 Stun Grenade 1.jpg|thumb|none|600px|M84 grenade. Pulling the pin.]]&lt;br /&gt;
[[Image:Codmwr M84 Stun Grenade 2.jpg|thumb|none|600px|Throwing out of hand.]]&lt;br /&gt;
[[Image:Codmwr M84 StunGrenade 3.jpg|thumb|none|600px|Grenade lies on the table.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore Mine==&lt;br /&gt;
The [[M18A1 Claymore|M18A1 Claymore Mine]] appears in the single-player levels &amp;quot;Blackout&amp;quot; and &amp;quot;One Shot, One Kill.&amp;quot; They are also available in multiplayer, where a player can equip two Claymores as a perk.&lt;br /&gt;
[[Image:M18A1.jpg|thumb|none|150px|M18A1 direction Claymore Mine]]&lt;br /&gt;
[[Image:M18A1-CoD4.jpg|thumb|none|601px|The player character holding an M18A1 Claymore.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered Version===&lt;br /&gt;
[[File:MWRM18.jpg|thumb|none|600px|M18A1 Claymore in-hand and deployed.]]&lt;br /&gt;
[[File:MWRM18 1.jpg|thumb|none|600px|Looking at the infamous message embossed on the front of the Claymore.]]&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 packs are issued in certain singleplayer missions and available in multiplayer by equipping the C4 perk.&lt;br /&gt;
[[Image:C4-CoD4.jpg|thumb|none|600px|A C4 pack on the ground in &amp;quot;One Shot, One Kill&amp;quot;.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr c4.jpg|thumb|none|600px|C4 on the ground.]]&lt;br /&gt;
[[File:MWRC4.jpg|thumb|none|600px|Looking a C4 pack in hand.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 hand grenade (Remastered only)==&lt;br /&gt;
The [[RGD-5 hand grenade]] is added to the models of some enemies in ''Modern Warfare Remastered''. It is unusable in gameplay.&lt;br /&gt;
[[file:Rdg5.jpg|thumb|none|150px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[file:Codmwr RGD-5.jpg|thumb|none|600px|A Russian mercenary with RGD-5 hand grenades on his chest.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==M240C==&lt;br /&gt;
The [[FN_MAG#M240_Machine_Gun|M240C]] can be seen mounted coaxially on the M1A1HA Abrams.&lt;br /&gt;
[[Image:M240C.jpg|thumb|none|350px|FN M240C - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MW1-M240C-placeholder.jpg|thumb|none|600px|The M240C is visible to the left of ''War Pig's'' main gun.]]&lt;br /&gt;
&lt;br /&gt;
==M240D==&lt;br /&gt;
The [[FN_MAG#M240_Machine_Gun|M240D]] is seen mounted on the loader's hatch of the M1A1HA Abrams tanks in several missions.&lt;br /&gt;
[[Image:M240d.jpg|thumb|none|350px|FN M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MW1-M240D-placeholder.jpg|thumb|none|600px|The M240D can be seen on top of ''War Pig'' as it advances.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] is seen mounted on the commander's hatch of M1A1HA Abrams tanks in several missions. It is not supposed to be available to the player at any point, but a usable M2HB on a stand is outside the map in &amp;quot;Charlie Don't Surf,&amp;quot; accessible by exploiting a bug.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|350px|Browning M2HB on vehicle mount - .50 BMG.]]&lt;br /&gt;
[[Image:MW1-M240D-placeholder.jpg|thumb|none|600px|The M2HB is the further away of the two guns, mounted on the commander's hatch.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr M2HB 1.jpg|thumb|none|600px|The M2HB in game.]]&lt;br /&gt;
[[Image:Codmwr M2HB 2.jpg|thumb|none|600px|The M2HB in game.]]&lt;br /&gt;
[[Image:Codmwr M2HB 3.jpg|thumb|none|600px|The M2HB in game.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-17/A==&lt;br /&gt;
The [[GE_M134_Minigun#General_Dynamics_GAU-17.2FA|General Dynamics GAU-17/A]] appears as a usable stationary weapon mounted on a downed helicopter in the mission &amp;quot;Heat&amp;quot; and is used by a door gunner on a Black Hawk in both &amp;quot;Crew Expendable&amp;quot; and &amp;quot;The Sins of the Father.&amp;quot; That the M134 in &amp;quot;Heat&amp;quot; works at all is miraculous: an aircraft-mounted M134 is attached to the craft's electrical system, since it needs external power to function. Unlike later ''Modern Warfare'' games it does not have a slotted flash hider, but does have the additional barrel discs of a GAU-17 rather than the single clamp of a Dillon Aero model&lt;br /&gt;
[[Image:GAU-17A HH60.jpg|thumb|none|350px|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Minigun2_4.png|thumb|none|600px|&amp;quot;Soap&amp;quot; MacTavish uses the M134. Oddly, while the crashed Black Hawk is present in the night level set in the same area, the M134 is not. Clearly it was fitted in the interval by the same FPS elves that sweep up ejected brass and discarded mags. Note here &amp;quot;GAU&amp;quot; is even printed on the top of the weapon.]]&lt;br /&gt;
[[Image:COD4 - Mini 1.jpg|thumb|none|600px|An M134 leans against a cabinet in the SAS armory at the beginning of the game.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 19 Automatic Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] appears as a usable weapon mounted on a CH-46 Sea Knight helicopter in the mission &amp;quot;Shock and Awe,&amp;quot; its use governed by a heat gauge.&lt;br /&gt;
[[Image:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|350px|Mk 19 grenade launcher in vehicle mounting - 40x53mm.]]&lt;br /&gt;
[[Image:CoD4Mk19.jpg|thumb|none|600px|Mk. 19 in-game.]]&lt;br /&gt;
[[Image:COD4 - NadeLaunch 1.jpg|thumb|none|600px|A Mk. 19 sits on the ground of the SAS armory at the beginning of the first level.]]&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[Image:Codmwr Mk. 19 holding 1.jpg|thumb|none|600px|In the ''Remastered'' introduction to &amp;quot;Shock and Awe,&amp;quot; a new animation shows Sgt. Jackson loading the Mark 19.]]&lt;br /&gt;
[[Image:Codmwr Mk. 19 reloading 1.jpg|thumb|none|600px|Loading in the 40mm belt.]]&lt;br /&gt;
[[Image:Codmwr Mk. 19 reloading 2.jpg|thumb|none|600px|Chambering the Mk. 19.]]&lt;br /&gt;
[[Image:Codmwr Mk. 19 holding 2.jpg|thumb|none|600px|And Sgt. Jackson actually gets to use his hands this time, instead of the Infinity Ward-brand turret telekinesis.]]&lt;br /&gt;
[[Image:Codmwr Mk. 19 world.jpg|thumb|none|600px|Mk. 19 Automatic Grenade Launcher in world.]]&lt;br /&gt;
&lt;br /&gt;
==M242 Bushmaster Chaingun==&lt;br /&gt;
An [[M242 Bushmaster chaingun|M242 Bushmaster Chaingun]] can be spotted mounted on an M2A2 Bradley IFV in the multiplayer map &amp;quot;Ambush&amp;quot;. &lt;br /&gt;
[[File:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[File:MWBradley.jpeg|thumb|none|600px|An M242 Bushmaster mounted on an M2A2 Bradley. The player is holding a Heckler &amp;amp; Koch G36C fitted with a red dot sight.]]&lt;br /&gt;
&lt;br /&gt;
==PKT==&lt;br /&gt;
Opfor and Ultranationalist BMP-2 infantry fighting vehicles are modeled with the coaxial [[PKM|PKTM]] machine gun, although they only appear to use the 2A42 autocannon.&lt;br /&gt;
[[File:Machine gun PKT.jpg|thumb|none|350px|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]&lt;br /&gt;
[[File:MWRPKT.jpg|thumb|none|600px|Soap observes the hardware of an empty BMP.]]&lt;br /&gt;
&lt;br /&gt;
==Kurzer 8 cm Granatwerfer 42==&lt;br /&gt;
An unusable [[Granatwerfer 42 Mortar|Kz 8cm GrW 42 mortar]] can be seen on the never-used explosive training range on the South side of the SAS base in &amp;quot;FNG.&amp;quot; This model is actually lifted directly from ''[[Call of Duty 2]]''.&lt;br /&gt;
[[Image:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|350px|Kurzer 8 cm Granatwerfer 42 - 81.4mm]]&lt;br /&gt;
[[Image:MW1-M2Mort-1.jpg|thumb|none|600px|Soap looks over the rather rusty Kz 8cm GrW 42 mortar.]]&lt;br /&gt;
&lt;br /&gt;
==Shipunov 2A42==&lt;br /&gt;
The [[Shipunov 2A42]] is mounted on Mi-28N Havoc helicopters, used by both Russian loyalist forces by the Ultranationalist party during the missions &amp;quot;All Ghilled Up&amp;quot; and &amp;quot;One Shot, One Kill.&amp;quot; The latter use is anachronistic, as the mission takes place in the year 1996 and the all-weather Mi-28N (distinguished by the mast-mounted radar) was not operational until 2006; the first prototype didn't even fly until November of 1996. BMP-2 IFVs also use the Shipunov 2A42.&lt;br /&gt;
[[Image:800px-Autocanon_2A42_on_the_Mi28N_heli.JPG|thumb|none|350px|Shipunov 2А42 mounted on a Mi-28 Havoc - 30x165mm]]&lt;br /&gt;
[[Image:MW1-Shipunov-Placeholder.jpg|thumb|none|600px|During the mission &amp;quot;Safehouse&amp;quot; Soap can call upon the services of an Mi-28N &amp;quot;Havoc&amp;quot; gunship to provide fire with missiles and its Shipunov 2A42 autocannon.]]&lt;br /&gt;
&lt;br /&gt;
==Remastered Version==&lt;br /&gt;
[[File:MWR2A42.jpg|thumb|none|600px|&amp;quot;Mosin 2-5&amp;quot; firing the 2A42 in the remastered edition.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan|M197 Vulcan]] is mounted on AH-1W Super Cobras used by the US Marines. In multiplayer, the Super Cobra is the support helicopter for both US Marines and SAS, awarded for 7 kills in a row.&lt;br /&gt;
[[Image:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
[[Image:MW1-M197-PlaceholderA.jpg|thumb|none|600px|One of the two AH-1W Super Cobras that come to Jackson and his fellow Marines' assistance at the end of the mission &amp;quot;The Bog.&amp;quot;]]&lt;br /&gt;
[[Image:MW1-M197-PlaceholderB.jpg|thumb|none|600px|Pelayo's Super Cobra goes down after taking a hit to the tail rotor in the mission &amp;quot;Shock And Awe.&amp;quot;]]&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 the AC-130U Spooky in the mission &amp;quot;Death From Above,&amp;quot; alongside the [[Bofors 40mm]] and M102 Howitzer.&lt;br /&gt;
[[Image: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 the AC-130U Spooky in the mission &amp;quot;Death From Above,&amp;quot; alongside the GAU-12/U and M102 Howitzer.&lt;br /&gt;
[[Image: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 the AC-130U Spooky in the mission &amp;quot;Death From Above,&amp;quot; alongside the GAU-12/U and 40mm Bofors.&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;
=Not Usable=&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]]'s silhouette appears in the &amp;quot;Last Stand&amp;quot; and &amp;quot;Overkill&amp;quot; perk symbols.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|A Generation 3 Glock 17 - 9x19mm.]]	&lt;br /&gt;
[[Image:MW-PERKS.jpg|thumb|none|600px|The &amp;quot;Last Stand&amp;quot; and &amp;quot;Overkill&amp;quot; Perk Symbols.]]&lt;br /&gt;
[[File:MWRglockposter.jpg|thumb|none|600px|A smaller profile Glock in a safety poster seen in the SAS firing range in the remastered version.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKM==&lt;br /&gt;
In some levels, &amp;quot;Soap&amp;quot; MacTavish can find posters on the walls with the details of an [[AK-47#AKM|AKM]] assault rifle.&lt;br /&gt;
[[Image:AKMRifle.jpg‎|thumb|none|350px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Cod4mw mw2 akm poster.jpg|thumb|none|600px|AKM Poster.]]&lt;br /&gt;
&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
In a nod to the previous Call of Duty installments, WWII-era posters of a woman holding an [[Thompson Submachine Gun#M1928/M1928A1 Thompson|M1928A1 Thompson]] can be found in various buildings, one being the SAS armory.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|350px|M1928A1 Thompson with 30-round magazine - .45 ACP.]]&lt;br /&gt;
[[Image:cod4m1928A1.jpg|thumb|none|600px|A woman in a military uniform holds an M1928A1 Thompson.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
Many statues throughout the campaign and multiplayer levels are of Russian soldiers holding [[PPSh-41]]. No usable PPSh-41 appears in-game.&lt;br /&gt;
[[Image:PPSH-01-SMG.jpg‎|thumb|none|350px|Soviet PPSh-41 Submachine Gun - 7.62x25mm Tokarev]]&lt;br /&gt;
[[Image:COD4-PPSH.jpg‎|thumb|none|601px|A statue of two Russian soldiers holding PPSh-41s.]]&lt;br /&gt;
[[File:MWRPPsHstatue.jpg|thumb|none|600px|The ''Remastered'' PPSh statue.]]&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>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=1071368</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=1071368"/>
		<updated>2016-12-21T19:10:38Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: release info &amp;amp; minor things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is a first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is developed on a modified ''Unreal Engine 3''.  Killing Floor 2 came out on April 21st 2015 as an early access game, and saw a full retail release on November 18th in 2016. Changes from the first game include new perks and weapons, as well as a VS Mode where a second team of players controls the Zeds. As with the first game, some weapons can share bonuses from other perks, though unlike the first game this is clearly noted in the trader inventory, as any weapon compatible with a different perk will be shown under both perk listings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
With the exception of the fictional HX25 and Medic pistol , all handguns can be dual-wielded.&lt;br /&gt;
== Beretta 92 Hybrid ==&lt;br /&gt;
The &amp;quot;9mm Pistol&amp;quot; is the starting pistol for all classes. It seems to be a odd combination of a [[Beretta 92FS]] frame (noted by the hooked trigger guard) with a [[Beretta 92A1|92A1]]/[[Beretta 90Two|90Two]] Picatinny rail and a [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings), with the gun as whole having an [[Beretta 92FS Inox|Inox]] finish. Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues.&lt;br /&gt;
&lt;br /&gt;
As of the 'Incinerate 'N Detonate' update, the player can dual-wield 9mm Pistols like in the first game.&lt;br /&gt;
[[Image:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm. The frame and the overall finish.]]&lt;br /&gt;
[[Image:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm. The slide and barrel.]]&lt;br /&gt;
[[Image:92A1.jpg|thumb|350px|none|Beretta 92A1 - 9x19mm. The Picatinny rail.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc2.jpg|none|thumb|600px|A player prepares to check the mag of his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide. Also note the flashlight fitted to the pistol.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc1.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in. Note the shape of the cut-out in the hammer, and that the butt of the grip is rounded, evident to the 92FS.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc3.jpg|thumb|600px|none|The player character spins his 92 hybrid around his finger, giving us a better look at the barrel.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid brass check.jpg|thumb|600px|none|Performing a brass check, showing the round in the chamber and his proper trigger discepline.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc.jpg|thumb|600px|none|Unlike the first Killing Floor, where the slide locked open once the reload animation starts, it properly locks open when the gun runs dry now.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading1.jpg|thumb|600px|none|The speedy reload animation when one has the &amp;quot;Tactical reload&amp;quot; perk. First a overdramatic chamber check is performed. The magazine is empty but appears to lack a follower.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading2.jpg|thumb|600px|none|About to mash in a new magazine. Note that the trigger is in double-action mode even though the hammer is cocked.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading3.jpg|thumb|600px|none|Just frames away from using the slide release. The basic reload animation has the character racking the slide.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Berettas.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming' with dual pistols was just a zoom and holding the two pistols slightly closer to the center of the screen, the characters in KF2 are slightly smarter; they only aim down the right-hand pistol.  (This doesn't explain how he's aiming the left-hand one, though.)]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol. Note the 92A1/90Two Picatinny rail and the 92FS hooked trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 1858 New Army ==&lt;br /&gt;
An engraved [[Remington 1858 New Army]] was added in the &amp;quot;Return of the Patriarch&amp;quot; update with the Gunslinger Perk, titled as the &amp;quot;Remington 1858 New Army&amp;quot;. Anyone playing as the Gunslinger class will start every match with two dual-wielded.&lt;br /&gt;
[[Image:Remington1858-1.jpg|thumb|none|350px|Remington 1858 New Army - .44 caliber]]&lt;br /&gt;
[[File:KF2 Model1858render.jpg|none|600px|thumb|Render of the Remington 1858 New Army]]&lt;br /&gt;
[[File:KF2 R1858 holding.jpg|thumb|600px|none|Reverend Albert has his 1858 at the ready, looking out at a rather sinister looking courtyard.]]&lt;br /&gt;
[[File:KF2 R1858 iron sights.jpg|thumb|600px|none|Albert takes a look at the iron sights, wondering who brought the map technology from Dead Space here.]]&lt;br /&gt;
[[File:KF2 R1858 reloading1.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:KF2 R1858 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new cylinder.]]&lt;br /&gt;
[[File:KF2 R1858 misc.jpg|thumb|600px|none|Albert gives the 1858 a twirl.]]&lt;br /&gt;
[[File:KF2 R1858 akimbo.jpg|thumb|600px|none|They say six shots are more than enough to kill anything that moves. But this time, he's got twelve shots.]]&lt;br /&gt;
[[File:KF2 R1858 aiming.jpg|thumb|600px|none|Along with the &amp;quot;Return of the Patriarch&amp;quot; update, the ability to simply zoom in like in the first Killing Floor when aiming paired handguns was added; it's still possible to switch styles of aiming with the press of a button.]]&lt;br /&gt;
[[File:KF2 R1858 akimbo reloading.jpg|thumb|600px|none|Reloading two 1858s includes a whole lot of flailing around.]]&lt;br /&gt;
[[File:KF2 R1858 akimbo misc.jpg|thumb|600px|none|You're pretty good...]]&lt;br /&gt;
&lt;br /&gt;
== Colt M1911A1 ==&lt;br /&gt;
An ornate [[Colt M1911A1]] with a nickel finish, pearl grips, gold assortments, was added with the &amp;quot;Return of the Patriarch&amp;quot; update along with the Gunslinger Perk, titled as the &amp;quot;M1911 Pistol&amp;quot;. The pistol has an eight round capacity in game using flush fitting 8-round magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:NickelM1911.jpg|thumb|350px|none|M1911A1 Pistol with bright nickel finish and pearl grips - .45 ACP]]&lt;br /&gt;
[[File:KF2 M1911A1render.jpg|none|600px|thumb|Render of the M1911A1.]]&lt;br /&gt;
[[File:KF2 M1911A1 holding.jpg|thumb|600px|none|As Albert makes his way through a rather nasty French subway, he comes across a creative use of blood.]]&lt;br /&gt;
[[File:KF2 M1911A1 iron sights.jpg|thumb|600px|none|Albert is not a big fan of graffiti.]]&lt;br /&gt;
[[File:KF2 M1911A1 reloading.jpg|thumb|600px|none|After re-decorating the wall with bullet holes, Albert loads his 1911 with a new mag, looking at the oft-maligned engravings. While admittedly perhaps not the best fit for the weapons, the darkness and low contrast of most of the maps make it hard to see the engravings in most of the time anyway.]]&lt;br /&gt;
[[File:KF2 M1911A1 misc.jpg|thumb|600px|none|Checking the chamber (with one hand!).]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo holding.jpg|thumb|600px|none|After making his way out of the subway, Albert comes across a second 1911, prompting him to channel his inner Chow Yun-Fat.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo misc4.jpg|thumb|600px|none|After blasting away with his 1911s, one of the runs dry.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo reloading1.jpg|thumb|600px|none|Reloading. Inserting a new mag....]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo reloading2.jpg|thumb|600px|none|Reloading ...and releasing the slide.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo reloading3.jpg|thumb|600px|none|Reloading. Albert is known as an equal opportunity reloader.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo misc1.jpg|thumb|600px|none|Albert peeks into the chamber. Pulling the slide far back enough that you can see the entirety of the actual bullet would most likely eject the round entirely.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo misc2.jpg|thumb|600px|none|One side...]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo misc3.jpg|thumb|600px|none|...and the other.]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
&lt;br /&gt;
The [[Desert Eagle|Desert Eagle Mark XIX]], returns in Killing Floor 2 with a chrome finish, this time properly titled as the &amp;quot;Desert Eagle&amp;quot;. It returned in &amp;quot;Return of the Patriarch&amp;quot; update as a Gunslinger weapon. Also, the Desert Eagle is now correctly shown to operated in SAO.&lt;br /&gt;
&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|Render of the Desert Eagle.]]&lt;br /&gt;
[[File:KF2 DesertE holding.jpg|thumb|600px|none|Albert brings his Desert Eagle for some Zed hunting in the woods.]]&lt;br /&gt;
[[File:KF2 DesertE iron sights.jpg|thumb|600px|none|Peeking through the iron sights.]]&lt;br /&gt;
[[File:KF2 DesertE reloading.jpg|thumb|600px|none|Spooked, Albert fires a round in to the forest. Realizing it was nothing, he reloads his Eagle, wisely keeping the old magazine.]]&lt;br /&gt;
[[File:KF2 DesertE misc2.jpg|thumb|600px|none|Right side of the pistol.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo holding.jpg|thumb|600px|none|As Albert makes his way through an old dark house, he brings two Desert Eagles.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo reloading1.jpg|thumb|600px|none|His attempt at shooting ghosts failed, Albert reloads his Deagles.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo reloading2.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo misc1.jpg|thumb|600px|none|Albert checks his Handcannons, note the KF2 logo on the grip.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo misc2.jpg|thumb|600px|none|Pew pew.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo misc3.jpg|thumb|600px|none|Making sure there is a .50 AE round in the chamber.]]&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|Not the smartest of gun-slingers, the player attempts to take on the Patriarch with only two Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 500 Bone Collector ==&lt;br /&gt;
&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 500|Smith &amp;amp; Wesson Model 500 Bone Collector]] with  custom wood grips was added with the &amp;quot;Return of the Patriarch&amp;quot; update, titled as the &amp;quot;T&amp;amp;W 500 Zed Collector&amp;quot; (though known as the &amp;quot;500 Magnum Revolver&amp;quot; in the actual game). The player character will always cock the hammer after every shot and they can be dual-wielded, a feat that even surpasses the Desert Eagle's dual-wielding antics in sheer ridiculousness. It's very powerful in-game, even on hard and above, being able to kill most Zeds with just one shot, usually sending them flying in the process. It can also shoot through Zeds (as many as four!) and can knock back bigger enemies like Fleshpounds and even the Boss Zeds.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500BoneCollector.jpg|thumb|400px|none|Smith &amp;amp; Wesson Model 500 Bone Collector - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Render of the &amp;quot;Zed Collector&amp;quot;.]]&lt;br /&gt;
[[File:KF2 M500 holding.jpg|thumb|600px|none|Albert, realizing he's in a Zed infested mansion, pulls out his ''Magnum''.]]&lt;br /&gt;
[[File:KF2 M500 iron sights.jpg|thumb|600px|none|Albert makes sure the sights are good, knowing he'll need them for any and all headshots.]]&lt;br /&gt;
[[File:KF2 M500 reloading1.jpg|thumb|600px|none|Reloading. Pushing the extractor.]]&lt;br /&gt;
[[File:KF2 M500 reloading2.jpg|thumb|600px|none|Reloading. About to feed the cylinder.]]&lt;br /&gt;
[[File:KF2 M500 misc1.jpg|thumb|600px|none|Albert spinning a 2.30 kg revolver around his finger(!).]]&lt;br /&gt;
[[File:KF2 M500 akimbo holding.jpg|thumb|600px|none|Half Smith, half Wesson. All Zedstopper (and Wristbreaker).]]&lt;br /&gt;
[[File:KF2 M500 akimbo aiming.jpg|thumb|600px|none|Albert better watch out so he doesn't get smacked in the face when he fires the M500s.]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading1.jpg|thumb|600px|none|Reloading. Pushing the extractor while still holding the other M500!]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading2.jpg|thumb|600px|none|Reloading. Loading up the cylinder with some .500 S&amp;amp;W.]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading3.jpg|thumb|600px|none|Reloading. Mashing the extractor with his wrist.]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading4.jpg|thumb|600px|none|Reloading. Albert manages the impressive feat of reloading two revolvers without ever taking more than two fingers off of either one.]]&lt;br /&gt;
[[File:KF2 M500 akimbo misc.jpg|thumb|600px|none|You're even better.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando Perk (spawning in their inventory upon starting a new game). It fires in semi-auto and 3-round burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, tan furniture, RIS foregrip, tan rail covers, RRA Tactical Mount rear sight, usable flashlight, and a tan Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|400px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[File:KF2 RO991 holding.jpg|thumb|600px|none|The player character peeks into a nasty looking room, his RO991 at the ready.]]&lt;br /&gt;
[[File:KF2 RO991 misc4.jpg|thumb|600px|none|A player withdraws his SMG. Note the Tripwire logo on the magwell. Also note how the weapon is set to semi; while that is a possible fire mode in game, the model's selector won't actually move when flicking between them.]]&lt;br /&gt;
[[File:KF2 RO991 reloading1.jpg|thumb|600px|none|Reloading. Checking the chamber (note that the front sight is far too low...)]]&lt;br /&gt;
[[File:KF2 RO991 reloading2.jpg|thumb|600px|none|....inserting a new mag...]]&lt;br /&gt;
[[File:KF2 RO991 reloading3.jpg|thumb|600px|none|...and pushing the bolt release. This reload animation is only used when the player has the &amp;quot;Tactical Reload&amp;quot; perk; exactly why the player character needs special training (read: a fair bit of level grinding) to push a button instead of pulling a lever is not explained.]]&lt;br /&gt;
[[file:KF2 Colt R0991 reloading.jpg|thumb|600px|none|Reloading any weapon in the game that uses a magazine while it still has bullets in it will show the player character wisely keeping the magazine instead of dropping it.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7A1 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A1]], appearing as the &amp;quot;MP7 SMG&amp;quot;, was added in the &amp;quot;Tactical Response&amp;quot; along with the &amp;quot;SWAT&amp;quot; class. It's fitted with a suppressor and a C-More red dot sight. It holds 30-rounds in a 40-round magazine for some reason.&lt;br /&gt;
[[Image:H&amp;amp;K MP71A1.jpg‎ |thumb|400px|none|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[file:Kf2-mp7smg.jpg|thumb|600px|none|View model of the MP7A1.]]&lt;br /&gt;
[[File:KF2 MP7 irons.jpg|thumb|600px|none|Sighting up a zed with the C-more sight.]] &lt;br /&gt;
[[File:KF2 MP7 tac reloading.jpg|thumb|600px|none|Performing a mid-mag reload as a siren approaches.]] &lt;br /&gt;
[[File:KF2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag.]] &lt;br /&gt;
[[File:KF2 MP7 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:KF2 MP7 reloading3.jpg|thumb|600px|none|Pulling the charging handle. With the &amp;quot;Tactical reload&amp;quot; perk, the bolt-release will be used instead.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A2 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] was added in the &amp;quot;Tactical Response&amp;quot; update. It appears as the &amp;quot;MP5RAS SMG&amp;quot;. It has an incorrect 40 round capacity despite its 30-round magazine. It can fire in either full-auto or three-round bursts.  &lt;br /&gt;
[[Image:JG_MP5_RAS.jpg |thumb|450px|none|'''Airsoft''' MP5A2-RAS by Jing Gong - 6mm BB]]&lt;br /&gt;
[[file:Kf2-mp5smg.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:KF2 MP5 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF2 MP5 misc1.jpg|thumb|600px|none|Taking a look at the loaded magazine. Here it's rather obvious that the MP5A2 has a safe-semi-auto receiver, which wouldn't allow three-round burst fire.]] &lt;br /&gt;
[[File:KF2 MP5 misc2.jpg|thumb|600px|none|Performing a brass check.]] &lt;br /&gt;
[[File:KF2 MP5 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the bolt.]] &lt;br /&gt;
[[File:KF2 MP5 reloading2.jpg|thumb|600px|none|Loading in a new mag.]] &lt;br /&gt;
[[File:KF2 MP5 reloading3.jpg|thumb|600px|none|just a few frames away from the HK-slap.]]&lt;br /&gt;
&lt;br /&gt;
== FN P90 TR ==&lt;br /&gt;
The [[FN_P90#P90_TR|FN P90 TR]] appears as the &amp;quot;P90 SMG&amp;quot;. It was added in the &amp;quot;Tactical Response&amp;quot; update. It is fitted with a Trijicon RX30 reflex sight.&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg |thumb|400px|none|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[file:KF2 P90 holding.jpg|thumb|600px|none|Like in many games, the P90's magazine is opaque instead of translucent, which is always unfortunate.]]&lt;br /&gt;
[[File:KF2 P90 irons.jpg|thumb|600px|none|The RX30's reticle.]] &lt;br /&gt;
[[File:KF2 P90 misc1.jpg|thumb|600px|none|Performing a brass check, note the 5.7x28mm round.]] &lt;br /&gt;
[[File:KF2 P90 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:KF2 P90 reloading2.jpg|thumb|600px|none|About to seat in a new one.]] &lt;br /&gt;
[[File:KF2 P90 reloading3.jpg|thumb|600px|none|Pulling the charging handle. This particular animation is the &amp;quot;Tactical reload&amp;quot; variant, which isn't much different from the normal one, just faster and with slightly different motions.]]&lt;br /&gt;
&lt;br /&gt;
== KRISS USA Vector ==&lt;br /&gt;
Along with the &amp;quot;Tactical Response&amp;quot; update, the [[TDI Vector|KRISS USA Vector]] was added into the game. It appears as the &amp;quot;KRISS SMG&amp;quot;. It is fitted with a Sightmark Sure Shot or similar model reflex sight.&lt;br /&gt;
[[Image:KRISSVectorBlank.jpg |thumb|400px|none|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[file:Kf2-krisssmg.jpg|thumb|600px|none|Note that the Vector has a folded down front sight but no rear sight.]]&lt;br /&gt;
[[File:KF2 Vector irons.jpg|thumb|600px|none|The sight picture of the red dot.]] &lt;br /&gt;
[[File:KF2 Vector misc1.jpg|thumb|600px|none|Performing a brass check, showing off the bolt.]] &lt;br /&gt;
[[File:KF2 Vector misc2.jpg|thumb|600px|none|The brass check animation was updated to be more of a brass check and less of a pull-the-charging-handle-in-a-weird-way.]] &lt;br /&gt;
[[File:KF2 Vector reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag-release.]] &lt;br /&gt;
[[File:KF2 Vector reloading2.jpg|thumb|600px|none|Mashing in a new Glock 21 magazine.]]&lt;br /&gt;
[[File:KF2 Vector reloading3.jpg|thumb|600px|none|Pulling the charging handle. Similarly to the MP7, with the &amp;quot;Tactical reload&amp;quot; perk, the bolt-release is utilized.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support Perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder model. Attached to the rail under the muzzle device is a usable flashlight. Rather than the 5+1 12-gauge shells that the real model holds, in-game it holds 7+1 20-gauge shells.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|500px|none|Mossberg 500 Rolling Thunder - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player aims his Mossberg while marveling at the destroyed Paris streets.]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun with an NP3 mariner finish is the third weapon available for the Support Perk. Just like in the first game, it is equipped with a usable weaponlight mounted under the magazine tube as well as a red dot sight on the top rail. It originally had a 5+1 round capacity, though this has been changed to a 7+1 round capacity in a patch, better reflecting the tube-magazine model.&lt;br /&gt;
&lt;br /&gt;
[[File:M4H20NP3.jpg|thumb|none|501px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[File:KF2 M4 Super 90 holding.jpg|thumb|600px|none|Standing around in the catacombs, the player character has his M4 Super 90 prepared for some Zed slaughter.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 brass check2.jpg|thumb|600px|none|A player performs an ammo check. As with the M1911, this brass check in reality would most likely throw the checked shell directly into the player character's face.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 misc5.jpg|thumb|600px|none|A view of the right side of the M4.]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading1.jpg|thumb|600px|none|Dropping a shell into the chamber...]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading2.jpg|thumb|600px|none|...then loading the rest in the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support Perk. It deals more damage per shot than the standard pump-action and has the ability to fire both barrels for even greater single-shot power, but has a wider pellet spread and is restricted to two shells at a time. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|500px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|A player shows us the two shotgun shells that he intends to load into his Boomstick.]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|A player preforms a brass check, showing off how detailed the shotguns engravings are.]]&lt;br /&gt;
&lt;br /&gt;
== MPS AA-12 CQB ==&lt;br /&gt;
The [[AA-12]] is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20-round drum magazines. It is possible to fire the AA-12 in semi only via changing the fire mode, something which isn't possible nor even necessarily required with an actual AA-12 as the low rate-of-fire means it's easy to get single shots with quick squeezes and releases of the trigger. It sports Navy blue and gray digital camouflage and a pump-shotgun-like foregrip tacked onto the existing foregrip. There is a laser sight mounted on the left side end of the foregrip and a flashlight mounted on the right side end of the foregrip, neither of which can be used.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range.]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
[[file:KF2 AA12 holding.jpg|thumb|600px|none|The AA-12, ready to tear up some Zeds. Note the digital camouflage.]]&lt;br /&gt;
[[file:KF2 AA12 misc2.jpg|thumb|600px|none|The player character takes a look at the right side of the weapon, noticing the closed bolt, much to his frustration. The AA-12 is an open-bolt weapon, but in-game it is shown as a closed-bolt. It is nonetheless strange as it was shown properly with an open-bolt in the first Killing Floor.]]&lt;br /&gt;
[[file:KF2 AA12 misc1.jpg|thumb|600px|none|Pulling back the charging handle shows this oddity, the bolt doesn't move at all!]]&lt;br /&gt;
[[File:KF2 AA12 misc3.jpg|thumb|600px|none|The issue of the closed bolt has since been fixed, the shell is however a little bit too far down into the drum. It should also be noted that, while obviously not noticeable here, the weapon is properly showed firing with an open bolt in first person now.]] &lt;br /&gt;
[[File:KF2 AA12 misc4.jpg|thumb|600px|none|Pulling the charging handle is still useless as the bolt never closes in the first place. Note however that the shell is in a more proper position in this particular animation.]] &lt;br /&gt;
[[file:KF2 AA12 reloading.jpg|thumb|600px|none|Inserting a new drum.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] returns from the first game, again loaded with 'Dragons Breath' shells and correctly holding 5+1 shells.  Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug Perk.  Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time.  This makes it a good backup to the Flamethrower when high spike damage is needed.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|500px|none|Winchester Model 1897 in &amp;quot;Trench&amp;quot; configuration - 12 gauge]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel, as to be expected of a more-than-a-century-old shotgun.)]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Guns sights.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a &amp;quot;Dragons Breath&amp;quot; shell loaded in the chamber.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning Magnesium on some nearby Clots and Gorefasts.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine. The overall six-shell capacity in this game is more correct than in the first game, where the player characters would load the tube with one more shell than it could actually hold before chambering one.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1894 ==&lt;br /&gt;
&lt;br /&gt;
The [[Winchester Model 1894]] is a returning rifle from the original Killing Floor, designed for the sharpshooter, first teased with a render released on February 19 2016. The weapon was eventually added along the prison map, the crossbow and some other stuff on April 7 2016.&lt;br /&gt;
&lt;br /&gt;
[[Image:Win94saddlering.jpg|thumb|none|500px|Winchester Model 1894 Saddle Ring Carbine - .30-30]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2_Lever_Action_Rifle.jpg|thumb|600px|none|The Render for the Winchester 1894 for the Sharpshooter.]]&lt;br /&gt;
[[File:KF2 M1894 holding.jpg|thumb|600px|none|Rob, a former police officer, finds himself in the new prison map with a shiny Winchester 1894.]] &lt;br /&gt;
[[File:KF2 M1894 iron sights.jpg|thumb|600px|none|Iron sights; note that this game goes for the standard sights rather than the rear tang peep sight the first game's model had.]] &lt;br /&gt;
[[File:KF2 M1894 misc1.jpg|thumb|600px|none|Taking a peek at the loading gate.]] &lt;br /&gt;
[[File:KF2 M1894 misc2.jpg|thumb|600px|none|Checking the chamber.]] &lt;br /&gt;
[[File:KF2 M1894 misc3.jpg|thumb|600px|none|Rob cycles the lever after some fruitless sky shooting. Note the new round about to be chambered.]] &lt;br /&gt;
[[File:KF2 M1894 reloading1.jpg|thumb|600px|none|Reloading. About to insert a round in the chamber...]] &lt;br /&gt;
[[File:KF2 M1894 reloading2.jpg|thumb|600px|none|...and then loading the rest in the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles &amp;amp; Carbines =&lt;br /&gt;
== Enfield L85A1 ==&lt;br /&gt;
The [[L85A1]], incorrectly called called L85A2 (the charging handle is the more-projecting knob shape of an A1 instead of the comma shape of the A2) is the second weapon for the Сommando Perk. It replaces the [[L22A2]] from the original and is fitted with an EOtech 553 holographic sight. It also sports Magpul PMAGs as its standard magazines.&lt;br /&gt;
[[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|500px|L85A2 with SUSAT scope for comparison, note the shape of the charging handle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF2 L85A1 holding.jpg|thumb|600px|none|The player character holds his L85A1 whilst enjoying the view.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse.jpg|thumb|600px|none|Fearing the rain will make the gun all wet, he puts it away.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse1.jpg|thumb|600px|none|The L85A1 gets lit up from the flash of lighting, here the Magpul PMAG can be seen.]]&lt;br /&gt;
[[File:KF2 L85A2 misc2.jpg|thumb|600px|none|The player character fondling the EOtech sight for some reason.]]&lt;br /&gt;
[[File:KF2 L85A2 misc1.jpg|thumb|600px|none|Checking the mag, looking closely, there seems to be bullets modeled in the mag.]]&lt;br /&gt;
[[File:KF2 L85A2 reloading.jpg|thumb|600px|none|Reloading, inserting a new mag.]]&lt;br /&gt;
[[File:KF2 L85A1 misc3.jpg|thumb|600px|none|The player character about to give the charging handle a tug. Note the knob shape, indicating it's an A1.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash AK-12 ==&lt;br /&gt;
The [[AK-12]] is the third Commando Perk weapon and replaces the [[AK-47#AIMR|AIMR]] from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip. It can be fired in full-auto at 600rpm or three-round burst at 1000rpm.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|500px|none|Izhmash AK-12 - 5.45x39mm]]&lt;br /&gt;
[[file:KF AK12 holding.jpg|thumb|600px|none|According to the game, the AK-12 was found on a dead Spetsnaz solider.]]&lt;br /&gt;
[[file:KF2 AK12 misc2.jpg|thumb|600px|none|Checking to make sure the magazine is loaded with bullets, which it is! Unlike most games where they are loaded with nothing or flat textures.]]&lt;br /&gt;
[[file:KF2 AK12 misc.jpg|thumb|600px|none|Checking the chamber, note the bullet.]]&lt;br /&gt;
[[File:KF2 AK12 reloading1.jpg|thumb|600px|none|The basic reload animation of the AK-12 shows the player character kicking out the dry magazine with the new one.]] &lt;br /&gt;
[[File:KF2 AK12 reloading2.jpg|thumb|600px|none|With the &amp;quot;Tactical reload&amp;quot; perk however, the character knocks out the magazine with his or her thumb and ''then'' proceeds to grab a fresh mag. ]]&lt;br /&gt;
&lt;br /&gt;
== Haenel MKb 42(H) ==&lt;br /&gt;
The [[Sturmgewehr 44|MKb 42(H)]] returns from the first game but is currently unusable by the player. Instead, MKb 42s are dual-wielded by Hans Volter, a boss that appears on the final wave. Hans will use his two assault rifles he calls his &amp;quot;Twin Vipers&amp;quot; on the players when they are at a distance, unless he resorts to his nerve gas grenades. His MKb 42s have the stocks removed and are fitted with bayonets, which he gladly uses when the player gets close to him when he's firing the assault rifles. If he is knocked down he will drop his MKb 42s but by using some sort of magnetic device they are pulled back in his hands as he gets back up.&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) - 7.92x33mm]]&lt;br /&gt;
[[file:KF2-STG-44-Hans.jpg|thumb|600px|none|The telltale magazine and distinct shape gives away that the guns are indeed MKb 42(H)s.]]&lt;br /&gt;
[[file:Better_mkb-kf2.jpg|thumb|600px|none|A MKb 42(H) on the ground after a fight with Hans Volter.]]&lt;br /&gt;
&lt;br /&gt;
==M16==&lt;br /&gt;
An [[M16]] fitted with an M203 was added in the &amp;quot;Tactical Response&amp;quot; update for the &amp;quot;Demolitionist&amp;quot; class.&lt;br /&gt;
[[Image:M16A4M203.jpg|thumb|none|500px|M16A4 (5.56x45mm) with M203 40mm grenade launcher]]&lt;br /&gt;
[[File:KF2 M16 holding.jpg|thumb|600px|none|Lt. Bill Masterson bringing his M16 to HELL!]] &lt;br /&gt;
[[File:KF2 M16 irons.jpg|thumb|600px|none|Sighting up the massive skeleton statue. These appear to be KAC 300 meter style flip-up sights.]] &lt;br /&gt;
[[File:KF2 M16 misc1.jpg|thumb|600px|none|Performing a chamber check.]] &lt;br /&gt;
[[File:KF2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine. Note that the fire-selector is unfortunately on safe.]] &lt;br /&gt;
[[File:KF2 M16 reloading2.jpg|thumb|600px|none|Pulling the charging handle in a very awkward way to chamber a new round. The reload animation for this rifle is reused from the &amp;quot;Varmint rifle&amp;quot;.]] &lt;br /&gt;
[[File:KF2 M16 reloading GL.jpg|thumb|600px|none|Reloading the M203.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando Perk. Like in the first game, the SCAR-H is equipped with a 20-round magazine and a Tango Down vertical foregrip (now in black). Unlike the first game however, the barrel is short, indicating it is the CQC model, the charging handle is flipped onto the right side, it sports an Aimpoint CompM2 red dot sight instead of the CompM4s on a riser and it has an InForce WML flashlight attached to the left rail.&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|500px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
[[file:KF2 SCAR-H holding.jpg|thumb|600px|none|The player character admires an aurora borealis, SCAR-H in hand in case some pesky Zeds show up to ruin the moment.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc.jpg|thumb|600px|none|Taking a look at the right side of the weapon shows how the mag release button seems to be missing.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc2.jpg|thumb|600px|none|Pulling back the charging handle shows a big ol' 7.62x51 bullet in the chamber.]]&lt;br /&gt;
[[file:KF2 SCAR-H reloading.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 0 Enhanced Battle Rifle]] returns from the first game with the addition of the Sharpshooter perk. Referred to as the US Army &amp;quot;M14 EBR&amp;quot; like in the first game, it is the Tier 3 weapon for the Sharpshooter perk. Its usage and attributes are for the most part similar to that in the first game, being a semi-automatic rifle with a laser sight, but its model has many changes and differences - it uses the Mod 0's pistol grip and sliding stock rather than the fixed Sage CA-Mandatory stock, it has the usual Kydex handguard instead of rail covers, the laser aiming module is actually present on the model (mounted ahead of the handguard) rather than forcing the laser to emit from the ether, the body is given a tan finish, and a scope rail mounting an ACOG sight is attached above the action.&lt;br /&gt;
[[Image:US M14 Mk 14 Mod 0 EBR (Enhanced Battle Rifle).jpg|thumb|none|500px|Mk 14 Mod 0 Enhanced Battle Rifle with spare magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF2-RenderEBR.jpg|none|thumb|500px|Render of the Mk 14 Mod 0. Note despite the text above there is no laser aiming module present here, it apparently being a last-minute addition to the model.]]&lt;br /&gt;
[[file:KF2-M14EBR.jpg|thumb|600px|none|]]&lt;br /&gt;
[[file:KF2 Mk14 sight.jpg|thumb|600px|none|The scope reticle. This green &amp;quot;dot &amp;amp; horseshoe&amp;quot; reticle is an actual factory option for Trijicon ACOG sights. Note how the outside of the optic isn't magnified.]]&lt;br /&gt;
[[File:KF2 Mk14 misc1.jpg|thumb|600px|none|Performing a brass check. Here the laser module can be clearly seen.]] &lt;br /&gt;
[[File:KF2 Mk14 imfdbstopbeingdumb.jpg|thumb|600px|none|Reloading. Beginning with very violently throwing away the dry mag, causing it to spin all over the place.]] &lt;br /&gt;
[[File:KF2 Mk14 reloading2.jpg|thumb|600px|none|Then not so violently rocking in a fresh mag.]] &lt;br /&gt;
[[File:KF2 Mk14 reloading3.jpg|thumb|600px|none|Chambering a new round. Like in many games, the bolt is not depicted as locking back.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
The [[M79]] returns from the first game as the Tier 3 weapon for the Demolition Perk.  It has orange tiger-stripe paint job, a homage to the Vietnam War movie [[Apocalypse Now]].  Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only. Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED.  However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in. &lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|500px|none|M79 Grenade Launcher with sight folded down - 40x46mm]]&lt;br /&gt;
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79. Tripwire have done some really nice weathering detail on this weapon.  Though difficult to see in the dark, on the barrel, you can see the orange tiger stripes.]]&lt;br /&gt;
[[Image:KF2-M79-2.jpg|thumb|600px|none|Aiming down the M79's iron sights.  I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.]]&lt;br /&gt;
[[Image:KF2-M79-3.jpg|thumb|600px|none|Performing an ammo check on the M79.  A large, mean 40mm HE grenade sits waiting in the breech.]]&lt;br /&gt;
[[Image:KF2-M79-Reload.jpg|thumb|600px|none|Mr. Foster reloading his M79.]]&lt;br /&gt;
[[File:KF2 M79 misc.jpg|thumb|600px|none|A better look at the tiger-stripe paint job. [[Apocalypse Now#M79 grenade launcher|They're close....]]]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
The [[RPG-7]] appears in Killing Floor 2 as the &amp;quot;Rocket Launcher&amp;quot; and is the Tier 4 weapon for the Demolition Perk. Interestingly, the back blast from the RPG-7 is actually simulated in-game, it is possible to damage or kill Zeds with it.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|500px|none|RPG-7 - 40mm]]&lt;br /&gt;
[[File:KF2 RPG7 holding.jpg|thumb|600px|none|The player character holding the RPG while standing around in a port in Denmark.]]&lt;br /&gt;
[[File:KF2 RPG7 misc.jpg|thumb|600px|none|Twirling the grenade.]]&lt;br /&gt;
[[File:KF2-RPG-7.jpg|thumb|600px|none|Mr Foster, loading another Rocket into the RPG-7]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== General Dynamics GAU-19/A ==&lt;br /&gt;
&lt;br /&gt;
The [[General Dynamics GAU-19/A]] appears as a weapon for the Patriarch Boss that was added in the &amp;quot;Return of the Patriarch&amp;quot; update (as one might guess). It is fed from what can only be explained as a &amp;quot;Horzine ammo cache&amp;quot; from an outward appearance, located behind the weapon and mounted under what appears to be the weapon's power source.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|500px|none|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
[[File:Pew.jpg|thumb|600px|none|A render of the Patriarch, The GAU-19/A is attached to his mechanical arm.]]&lt;br /&gt;
[[File:KF2 GAU 19A misc.jpg|thumb|600px|none|The Patriarch tapping away at some form of display in his intro. He will do this every time he's about to fire missiles out of what seems to be the GAU-19/A, however that works.]] &lt;br /&gt;
[[File:KF2 GAU 19A misc2.jpg|thumb|600px|none|ditto]] &lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|The Patriarch charges at a player character.]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-Patriarch-GAU-19-4.jpeg|thumb|600px|none|The Patriarch lets loose and fires his arm-mounted GAU-19/A, while the player reconsiders if the 9mm Varmint Rifle was really an appropriate choice. Unlike Hans, who can fire his MKb 42s whilst moving, the Patriarch can only fire his GAU-19/A when standing still, as in the first game. To make up for this, the GAU predictably deals ''way'' more damage than Hans' MKbs.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1029176</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1029176"/>
		<updated>2016-06-03T19:01:09Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Sentry Gun */ new sentry model&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2.&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Payday 2''' is the sequel to [[Payday: The Heist]]. As with the first game, players may join up to three others in a spree of robberies and other heists to earn money. Payday 2 noticeably features many changes from the first game, among other things the new skill tree. Each of the five trees (the '''Mastermind''', '''Enforcer''', '''Technician''', '''Ghost''', and '''Fugitive''') focuses on differing specializations, though unlike the first game do not grant new weapons for level ups (aside from special examples like the portable saw). Weapons are instead unlocked to purchase by leveling up, which now is done with experience points instead of money. Money is used to buy new weapons, modifications, and masks, though it is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and addons.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 steam group. Entries marked with (**) are DLC (downloadable content) weapons.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
&lt;br /&gt;
The game operates with the heister moving in with 2 weapons, and 2 weapons only. A primary and a secondary. Primaries consist of assault and battle rifles, shotguns, sniper rifles, machine guns, and dual-wielded weapons. Secondaries consist of pistols, machine pistols, and bizarrely, a few chopped down variants of some shotguns and assault rifles. Players can take ammo from enemies, but not weapons, ala [[SWAT 4]] and other such tactical shooters.&lt;br /&gt;
&lt;br /&gt;
Each weapon has its own customization options, though some like the Glock 17 barely have any and others like the M4A1 may have much more than others. In addition to shared items like suppressors, weapons also have their own sets of unique addons, such as extended magazines or different finishes or grips. Mods can be removed from these weapons for no charge, and the mod in question will not be lost, merely returned to the player's inventory. However, re-adding it will again require money, with the exception of certain items that have no cost to add&lt;br /&gt;
&lt;br /&gt;
In addition to this, the Gage Weapon Pack #01 DLC introduced select-fire to weapons, and DLC owners unlock access to special addons that enable locking a weapon permanently in one fire mode, along with frag grenades. The later Gage Weapon Pack #02 DLC introduced machine guns and knives to the game. Owners of the Gage Mod Courier DLC are able to unlock a special set of free modifications that are otherwise unobtainable. As a bonus, the pack also comes with extra reticles and colors for all sights, though players without the DLC will still be able to use all the colors and a few of the new reticles. In addition, every weapon DLC pack since (and a few heist DLCs) have had even more new guns and melee weapons, and some lock weapon addons to specific achievements rather than random drops. The Gage Sniper Pack introduced armor-piercing sniper rifles to the game. Finally, a noteworthy addition from the Gage Shotgun Pack DLC is the option to use different shell types for any of the game's shotguns. All firearms in Payday 2 are capable of performing a &amp;quot;tactical reload&amp;quot; (i.e. reload when the magazine isn't emptied) in addition to the &amp;quot;dry&amp;quot; animation, though as is common with most contemporary non-tactical shooters, none of them retain the round currently in battery, meaning there is no &amp;quot;one round in the chamber&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As a final addition, the October 22, 2014 patch introduced akimbo weapons, which are wielded as primary weapons but are mostly identical to their single-wielded versions (aside to obvious penalties to their accuracy and recoil control). This list of weapons has expanded over time to include seven sets of pistols and three sets of sub-machine guns. Formerly, only players that had the Hitman perk deck or the Akimbo skill were able to use these weapons, though as of Update 100 (June 2, 2016) any player may use them without any skill investment at all&lt;br /&gt;
&lt;br /&gt;
As of Update #65 (The first person animation update) All base game guns (except for the Taurus Raging Bull aka Bronco .44) and some DLC weapons have received new first person animations, most notably new reloading animations. Also with this update magazines now actually have fully modeled bullets in them, on top of that, it's is possible to see the bullets in the transparent magazines of weapons such as the JP36 (G36K), Commando 553 (SG 552-2), Kobus 90 (P90) etc.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The first weapon the new players can use (alongside the Colt Model 733) is a [[Glock 17]]. It is given to the player for free as soon as they start the game. It goes by the name Chimano 88 in-game (the 88 possibly being a reference to Pistol 88, the Swedish army's designation for the Glock 17, which is their service weapon) In the early days of Payday 2, it could only use one of three suppressors, though additional mods compatible with it has since been added. The mod selection for the Glock 17 is strangely limited. It can't, for example, use the extended magazine the Glock 18 and 22 can use for whatever reason.&lt;br /&gt;
&lt;br /&gt;
It has damage and accuracy stats very slightly below most 9mm pistols in the game but it boasts a huge ammo pool and top notch concealment. The pistol has a 17 round magazine capacity which would be correct if it weren't for the extended base plate that ''should'' add two more rounds, but it doesn't. &lt;br /&gt;
It is one of seven pistols that can be dual-wielded.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note extended +2 magazine base plate that's not factored into the weapons capacity. Also note that the pistol doesn't have any markings whatsoever on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the dry mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached flashlight, they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17, neither they ever use the flashlight.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] is unlocked at reputation level 2, and is much more customizable than the starting Glock 17. It is named the &amp;quot;Crosskill&amp;quot; as it was in the first game and has an incorrect 10-round magazine instead of 7 or 8 as in reality, it's Extended Mag modification gives it the model of a Kimber 10-round magazine but it holds 16 rounds. It is one of the seven pistols that can be dual-wielded. It is also seen in the background in several menus.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine that has bullets textured inside in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Springfield Armory 1911 Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Springfield Armory 1911 Lightweight Operator.]]&lt;br /&gt;
'''Springfield Armory 1911 Lightweight Operator Akimbo'''&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the Akimbo Lightweight Operators.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Akimbo Lightweight Operators.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo Lightweight Operators.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The LO on a loading screen.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot; and is unlocked at reputation level 6, and has an incorrect 14-round capacity instead of 15. Presently, it is one of the seven pistols that can be dual-wielded. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 2.jpg|thumb|none|600px|Note that for some reason it's modeled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- holding.jpg|thumb|none|600px|The player holds Akimbo 92FS Centurions.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Akimbo 92FS Centurions.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo 92FS Centurions.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, again known as the &amp;quot;Bronco .44&amp;quot; but now featuring its full-length barrel by default. It holds 6 rounds and is unlocked at reputation level 6, and is massively powerful. As of Update 13, street cops can use this devastating weapon. It is also notably used by the female FBI Agent enemies in the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. The hammer is always shown cocked after every shot despite none of the characters ever cocking the hammer.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- holding.jpg|thumb|none|600px|The player holds the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- aim.jpg|thumb|none|600px|The player aims the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 2.jpg|thumb|none|600px|The player somehow reloads all six rounds at the same time without using a speed-loader.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Taurus Raging Bull.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Taurus Raging Bull.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at reputation level 29 and, as in the first game, is known as the &amp;quot;STRYK 18c.&amp;quot; It still features a high rate of fire, decent damage, and low accuracy. It comes with a slightly incorrect 20-round magazine (actually 19), and a tan frame and slide.  Notably, it is one of 3 select-fire capable guns in the game that does not get the fire-mode locking mods.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Glock 18C. Note large cut-out in the slide for the ported barrel, denoting this as a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Glock 18C.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert_Eagle#Desert_Eagle_Mark_XIX|IMI Desert Eagle Mark XIX]] goes by the everlasting nickname Deagle in-game. It holds an incorrect 10 rounds in its 7-round magazine. While it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. &lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if you take a close look at the back end of it.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. There must be some malfunction with the slide release as the slide doesn't lock back once the gun is dry.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. Note that the can at the end of the barrel is a makeshift oil filter suppressor.]]&lt;br /&gt;
===IMI Desert Eagle Mark XIX Akimbo===&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- holding.jpg|thumb|none|600px|The player holds Akimbo Desert Eagles.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Akimbo Desert Eagles.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the Interceptor .45 and is automatically unlocked for purchase by joining the official Payday Steam Group. It's quite powerful and uses a 13-round magazine (one more than it holds in real life for the .45 ACP version). It is one of seven pistols that can be dual-wielded (along with all variants below). It is incorrectly shown fitted with a Heckler &amp;amp; Koch Jet-Funnel mag-well extension and extended magazines that were only designed for and fit the 9mm and .40 S&amp;amp;W versions of the USP. &lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|note Jet-Funnel mag-well extension]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a blink away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The UPS Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] appears as a new gun added in the Election Day update (3/20/2014) and is named the &amp;quot;Chimano Custom&amp;quot;, with the website render marking it as a .40 S&amp;amp;W model. It has a default magazine of 16 rounds (actually 15 in real life or 17 with the +2 base-plate shown in-game) and can be modified in most of the same ways as the Glock 18C. It has a unique red fiber-optic front sight, a flared magazine well, and an OD green frame. The Custom becomes a Glock 35 if equipped with the &amp;quot;Long Slide&amp;quot; modification. This is one of the seven pistols that can be dual-wielded&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the the Custom Glock 22C. Note the slide cut-outs for the ported barrel, denoting this as a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Custom Glock 22C.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest release parade (October 22nd 2014), ''[[John Wick]]'' himself jumped aboard and brought his trusted [[Glock 26]] along for the ride. Called the '''Chimano Compact''', it tries to fill the same &amp;quot;high-capacity 9x19mm&amp;quot; role as the Beretta 92. It can stand up to it in terms of damage output and has a trivial recoil advantage, but otherwise lags a little behind on all fronts, especially so with the &amp;quot;high-capacity&amp;quot; bit. Unlocked at level 36, the $605,000 price tag is a little hard to swallow for what it is. It's also the first of the seven pistols which have separate akimbo variants classed as primary weapons.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied Glock 26. Overkill correctly set it to carry 10 rounds at a time, but didn't account for the potential extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch stealth rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was devised at an in-house &amp;quot;Chimano Custom Shop&amp;quot; instead. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the cute US flag on the upgraded slide.]]&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK(**)==&lt;br /&gt;
The [[Walther_PP_Pistol_Series#Walther_PPK|Walther PPK]] is available for purchase with the Armored Transport DLC and is known as the &amp;quot;Gruber Kurz&amp;quot; pistol. It is fairly weak but easy to conceal and incorrectly holds 14 rounds instead of 6 (.380 ACP) or 7 (.32 ACP) rounds. It was the first handgun in the game to be able to use a laser without needing anything in the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Reloading. Racking the slide.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Walther PPK.]]&lt;br /&gt;
&lt;br /&gt;
===Walther PP===&lt;br /&gt;
Modifying a Walther PPK with the &amp;quot;Long Slide&amp;quot; turns it into a [[Walther_PP_Pistol_Series#Walther_PP|Walther PP]].&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- holding.jpg|thumb|none|600px|The player holds the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- aim.jpg|thumb|none|600px|The player aims the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 1.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Walther PP.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 1.jpg|thumb|none|600px|A Walther PP with red dot sight and suppressor.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 2.jpg|thumb|none|600px|A Walther PP with red dot sight, tactical light, and IPSC compensator.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the Signature .40 and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. In-game it does the same amount of damage as the Crosskill (Springfield Armory 1911 Lightweight Operator), but most, if not all, of its stats are better compared to the Crosskill. By default, the P226 holds 12 rounds (one less than the real .40 version) and its extended magazine unusually has no concealment penalty (unlike those for most weapons)&lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magzine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as a Crimefest community milestone reward, for having 1 million members in the Payday 2 Steam group. It shoots the .410 Bore and holds 5 shells, and is classed by the game as a shotgun, so handgun skills have no effects on it. It is depicted as being ridiculously power, even more so than most of the 12 gauge shotguns, despite it's .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 1.jpg|thumb|none|600px|Note that the shells are too long and clip through the front of the gun.]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- holding.jpg|thumb|none|600px|The player holds the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- aim.jpg|thumb|none|600px|The player aims the Taurus 4510PLYFS. The hole on the hammer is in fact the keyhole of Taurus' patented Revolver Security System.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Taurus 4510PLYFS.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Taurus 4510PLYFS.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 &amp;quot;Broomhandle&amp;quot;]] appears as the &amp;quot;Broomstick&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It has rather high damage, but is hindered by its 10 round magazine.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1 holding.jpg|thumb|none|600px|The player holds the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 aim.jpg|thumb|none|600px|The player aims the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1-mele.jpg|thumb|none|600px|Pistol whipping with the Mauser C96.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mauser C96. Not the barrel of the DL-44 Heavy Blaster Pistol from ''[[Star Wars]]''.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mauser C96.]]&lt;br /&gt;
&lt;br /&gt;
===Mauser C96 carbine \ Mauser C96 &amp;quot;Broomhandle&amp;quot; Hybrid===&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 carbine]] appears if the &amp;quot;Broomstick&amp;quot; is modified with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot;.&lt;br /&gt;
[[file:C96carbine.jpg|thumb|350px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- holding.jpg|thumb|none|600px|The player holds the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- aim.jpg|thumb|none|600px|The player aims the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- mele.jpg|thumb|none|600px|Melee attack of the Mauser C96 carbine.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mauser C96 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot; as part of the Butcher DLC along with the VHS-D2 rifle. Initially a Croatian design (as the HS2000), it has an 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel -.45 ACP]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM holding.jpg|thumb|none|600px|The player holds the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM aim.jpg|thumb|none|600px|The player aims the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 1.jpg|thumb|none|600px|The player reloads the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 2.jpg|thumb|none|600px|The player reloads the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM mele.jpg|thumb|none|600px|Pistol whipping with the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 1.jpg|thumb|none|600px|Modified Version of the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 2.jpg|thumb|none|600px|Modified Version of the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army(**)==&lt;br /&gt;
A [[Single Action Army]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot; and is part of the Butcher's Western Pack DLC. By default it is the 7.5&amp;quot; &amp;quot;Cavalry&amp;quot; model, but the &amp;quot;Shootout Barrel&amp;quot; and &amp;quot;Precision Barrel&amp;quot; modifications turn it into the 5.5&amp;quot; &amp;quot;Artillery&amp;quot; and 12&amp;quot; &amp;quot;Buntline Special&amp;quot; models respectively. When firing the weapon, the player character will fan the hammer. The Single Action Army cannot be modified with other modifications, limited only to the two barrels stated above, a stock, and a pistol grip modification.&lt;br /&gt;
&lt;br /&gt;
The in-game revolver operates in strange and bizarre ways not seen on the real Single Action Army. The weapon is absurdly powerful for an antique revolver of this caliber, massively dwarfing the Bronco .44 and Deagle in stopping power despite both of them faring the other way around in reality. The extractor rod on the Peacemaker is also never used to remove spent cartridges, the player character simply opens the loading gate and puts in fresh rounds, the fired casings falling out on their own.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|350px|thumb|none|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model. - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00006.jpg|600px|thumb|none|Right side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00007.jpg|600px|thumb|none|Left side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00027.jpg|600px|thumb|none|Drawing the Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00029.jpg|600px|thumb|none|&amp;quot;Cavalry&amp;quot; Single Action Army in idle]]&lt;br /&gt;
[[File:2015-05-07 00031.jpg|600px|thumb|none|Iron sights]]&lt;br /&gt;
[[File:2015-05-07 00033.jpg|600px|thumb|none|Opening the loading gate]]&lt;br /&gt;
[[File:2015-05-07 00036.jpg|600px|thumb|none|Loading a round in, note how the player character never seem to remove the spent cartridges with the extractor rod, they just pop out of the chamber on their own and fresh bullets are then loaded. Also note the hammer in fully cocked a.k.a. &amp;quot;ready-to-fire&amp;quot; position, which is not a very safe thing considering the activity in question.]]&lt;br /&gt;
[[File:2015-05-07 00038.jpg|600px|thumb|none|Snapping the loading gate closed, yeah I winced too.]]&lt;br /&gt;
[[File:2015-05-07 00054.jpg|600px|thumb|none|Pistol whipping with the Single Action Army]]&lt;br /&gt;
[[File:2015-05-09 00030.jpg|600px|thumb|none|A Modified &amp;quot;Cavalry&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|350px|thumb|none|Single Action Army with 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips - .45 Long Colt]]&lt;br /&gt;
[[File:PAYDAY2SingleActionArmyArtilleryPreview.jpeg|600px|thumb|none|Right side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00010.jpg|600px|thumb|none|Left side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00057.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00058.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00024.jpg|600px|thumb|none|A Modified &amp;quot;Artillery&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00011.jpg|600px|thumb|none|Right side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00012.jpg|600px|thumb|none|Left side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00066.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00067.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00023.jpg|600px|thumb|none|A Modified &amp;quot;Buntline Special&amp;quot; Single Action Army]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba Autorevolver|Mateba 2006M]] was added into the game with the Alesso Heist DLC. It's called &amp;quot;Matever .357&amp;quot; in game, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell Stand Alone Complex]].  It's chambered in .357 Magnum and holds a correct 6 rounds.&lt;br /&gt;
[[File:Mateba 2006.jpg|thumb|360px|none|Mateba 2006M - .357 Magnum]]&lt;br /&gt;
[[File:Mateba 2006M PD2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Mateba 2006M ingame PD2.jpg|thumb|none|600px|The Player holding the Mateba 2006M]]&lt;br /&gt;
[[File:Mateba 2006M reload PD2.jpg|thumb|none|600px|Reloading the Mateba. Notice the unusual cylinder placement of the 2006M]]&lt;br /&gt;
&lt;br /&gt;
==IWI Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|IWI Jericho 941 PL]] was be added in the Point Break heists DLC. It's called &amp;quot;Baby Deagle&amp;quot; in game, referencing Magnum Research marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;. The weapon has the ejection port marked as 9x19 (9 Parabellum), however it has a magazine capacity of 12 rounds, indicating a .40 caliber variant. The standard 9mm variant has a capacity of 15 rounds. Additionally, the Jericho has the silver guide rod of the 941's chambered in .41 AE, if the intention was to have the Jericho chambered in that caliber, it would explain its whooping 150 damage per shot, very close to the Desert Eagle in game. &lt;br /&gt;
The PL can be modified with the &amp;quot;Spike kit&amp;quot; which makes it resemble the older steel framed [[Jericho 941|Jericho 941 F]], on top of that it can be modified with the &amp;quot;Spike grip&amp;quot; which gives it a very similar appearance as the Jericho 941 R used by Spike Spiegel in [[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]&lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 PL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his 941 in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|The Jericho 941 PL seen in the Point Break heist trailer, note the threaded extended barrel. It is notably a model with a decocker lever, Bohdi is shown decocking the pistol before holstering it in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|The new character Bohdi about to flick the decocker.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The 941 modified into a [[Jericho 941 F]] with the &amp;quot;Spike kit&amp;quot;]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc1.1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc1.2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A Non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike grip&amp;quot; to the former will make it look like Spike Spiegel's 941 R from Cowboy bebop. It is not the exact model as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc2.1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc2.2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol is another weapon added for free with the Hardcore Henry Packs DLC and is called the &amp;quot;White Streak Pistol&amp;quot; ingame. It is incorrectly depicted with a 12-round magazine capacity instead the real life 15-round capacity, even with its &amp;quot;Extended Magazine&amp;quot; mod it only brings it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available), the capacity and high damage show that its stats are a copy-and-paste of the Jericho 941 RPL's stats.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets, classic...]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]], a cheap Double Eagle airsoft one at that, and is unlocked at reputation level 2. It holds an incorrect magazine size of 40 rounds in a short 16-round magazine.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|350px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- holding.jpg|thumb|none|600px|The player holds the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- aim.jpg|thumb|none|600px|The player aims the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- mele.jpg|thumb|none|600px|Melee attack of the MAC-11.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Ingram MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Ingram MAC-11. This is its stock magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from Payday: The Heist, again known as the &amp;quot;Compact-5&amp;quot; and still in use by some SWAT units. It is unlocked at reputation level 13 and starts out as an MP5A4 but can be changed, via the combination of different mods, into a MP5A5, MP5/10, MP5SD5, MP5SD6, or MP5KA4. The Cloaker enemy has a cut down pseudo MP5/40 with an A3 stock and various mods that only they can use, as of update 61 however, it's possible to use the MP5 with 10mm ammo. The actual weapon is not converted into an actual MP5/10 however, as it lacks the bolt release.&lt;br /&gt;
&lt;br /&gt;
As of update 97.4, it's possible to dual wield MP5s. These dual-wielded MP5s lack stocks and it is not possible to attach them.&lt;br /&gt;
[[file:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 left.jpg|thumb|none|600px|MP5A4. Note the odd depiction of the HK fire mode pictograms, There seems to be no safe setting and the semi-auto setting is white like the safe setting instead of being red like the other fire modes. Compare this to the above picture.]]&lt;br /&gt;
[[File:MP5A4 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 left.jpg|thumb|none|600px|MP5A5.]]&lt;br /&gt;
[[Image:MP540.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:Payday2_Cloaker%27sMP540.jpg|thumb|none|600px|The unique MP5/40 wielded by the Cloaker enemy. Didn't help him much... &amp;lt;br&amp;gt; It lacks the bolt release of a true MP5/40.]]&lt;br /&gt;
[[File:Payday2_CloakersMP540_3.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 left.jpg|thumb|none|600px|MP5/10.]]&lt;br /&gt;
[[file:H&amp;amp;K-MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD5 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 left.jpg|thumb|none|600px|MP5SD5.]]&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 left.jpg|thumb|none|600px|MP5SD6.]]&lt;br /&gt;
[[file:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5KA4 - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 left.jpg|thumb|none|600px|MP5KA4.]]&lt;br /&gt;
[[file:MP5A4 PD2 idle.jpg|thumb|none|600px|Holding the MP5A4.]]&lt;br /&gt;
[[file:MP5A5 PD2 Iron sights.jpg|thumb|none|600px|Iron sights of the MP5A5.]]&lt;br /&gt;
[[file:MP5SD6 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5SD6.]]&lt;br /&gt;
[[file:MP5.10 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5/10.]]&lt;br /&gt;
[[file:MP5KA4 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5KA4. Sokol resorts to gently pushing down the bolt instead of going for the ubiquitous slap.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3. This MP5 model is used across several enemy types. It has a Safe/Single/Auto trigger group as opposed to the Safe/Single/Burst/Auto trigger group used by the player available MP5s, making it an A3 model.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 MP5 akimbo holding.jpg|thumb|600px|none|Dallas with his two MP5s.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo aiming.jpg|thumb|600px|none|Aiming the MP5s produces the expected results. Atleast it's better than nothing...?]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading1.jpg|thumb|600px|none|Reloading. Somehow dropping the magazines with both hands full.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading2.jpg|thumb|600px|none|Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc1.jpg|thumb|600px|none|Running with the MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc2.jpg|thumb|600px|none|John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the [http://www.imfdb.org/wiki/The_Matrix#Heckler_.26_Koch_MP5K good ol' days]. Note the lack of an ambi fire-selector, something that would have been very handy when dual-wielding any gun.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Steyr_TMP#Brügger &amp;amp; Thomet MP9|B&amp;amp;T MP9]] appears as the &amp;quot;CMP&amp;quot; and is unlocked at reputation level 19, in reference to the Steyr TMP lookalike in the Nintendo 64 title ''Perfect Dark''. It has an unfortunate niche in the stat rankings where it's not able to muster enough brawn to plug heavier SWAT in single headshots, but isn't quite small enough to pocket for stealth tasks either. What makes it such a hidden gem are the terrific accuracy and stability for its fire rate, which mean that it can put three rounds into a helmet where other SMGs could only place one before jumping off mark. The quick reload, deep ammo pool and agreeable hipfire performance are just further perks.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only crimp is the missing fire selection dial. It'd normally sit near the magazine release in thumb's reach, but this one uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The &amp;quot;Solid Stock&amp;quot; comes standard in the MP9N-A4 model, the 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The last one in the bunch come along only recently in the Butcher's Mod Pack.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off the night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too fast to use over a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with an optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got their shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is. The sidearms carried by FBI Heavy Response Shields didn't have to conform to that change.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN_P90#P90_TR|FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has the highest magazine size of any secondary, but only comes with a total of three mags. If the Long Barrel mod is put on the gun, it will resemble the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|In-game.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:P90 PD2 modified left.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
[[file:P90 PD2 modified right.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that does not get the fire-mode locking mods.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- holding.jpg|thumb|none|600px|The player holds the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- aim.jpg|thumb|none|600px|The player aims the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Thompson M1928. Note how the charging handle isn't locked back when the reload is started, which in reality would make the &amp;quot;L&amp;quot; drum unable to be removed.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1-reloading 2.jpg|thumb|none|600px|The player reloads the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Thompson M1928.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Thompson M1928.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45]] is named the &amp;quot;Swedish K SMG&amp;quot; in game and incorrectly holds 40 rounds in the magazine instead of 36, though it is inaccurate and carries only 80 total rounds. It is available for purchase to anyone who owns the Armored Transport DLC. The in-game weapon is based on the military version of the M/45, as evident by the lack of a fire selector.&lt;br /&gt;
&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- holding.jpg|thumb|none|600px|The player holds the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- aim.jpg|thumb|none|600px|The player aims the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Carl Gustav M/45.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Carl Gustav M/45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2(**)==&lt;br /&gt;
The [[ MP7 | Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;Spec-Ops SMG&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. It comes with its 20-round magazine by default and the Extended Mag mod gives it a 40-round magazine that only holds 32 rounds.&lt;br /&gt;
[[file:MP7A2.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- holding.jpg|thumb|none|600px|The player holds the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- aim.jpg|thumb|none|600px|The player aims the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- mele.jpg|thumb|none|600px|Melee attack of the the MP7A2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Heckler &amp;amp; Koch MP7A2. The player has to pay up in order to extend the stock for some strange reason.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Heckler &amp;amp; Koch MP7A2.]]&lt;br /&gt;
[[file:PD2 MP7A2 reload.jpg|thumb|none|600px|Reloading the MP7A2 with several mods, including it's unique suppressor, extended magazine, laser, and Trijicon sight. The animation has surprisingly remained unchanged unlike most other weapons.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz.61 Skorpion(**)==&lt;br /&gt;
The [[Sa. Vz.61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. Its &amp;quot;Extended Magazine&amp;quot; modification is odd, increasing the magazine size from 20 to 40 rounds despite simply being a second magazine clamped to the side of the one in the gun, somehow it feeds from both at the same time.&lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- holding.jpg|thumb|none|600px|The player holds the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- aim.jpg|thumb|none|600px|The player aims the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- mele.jpg|thumb|none|600px|Melee attack of the Vz.61 Skorpion.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Vz.61 Skorpion. Note the clamped together magazines of the &amp;quot;Extended Magazine&amp;quot; modification.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. &lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes this mistake very obvious.]] &lt;br /&gt;
&lt;br /&gt;
===Intratec AB-10===&lt;br /&gt;
The [[Intratec AB-10]] is used if the TEC-9 is equipped with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 30 rounds instead of 32 and comes equipped with the distinctive &amp;quot;K&amp;quot; foregrip by default.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|400px|IMI Uzi with buttstock collapsed - 9x19mm]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- holding.jpg|thumb|none|600px|The player holds the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- aim.jpg|thumb|none|600px|The player aims the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- mele.jpg|thumb|none|600px|Melee attack of the the Uzi.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the IMI Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the IMI Uzi.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A1(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A1]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling Mk. IV Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- holding.jpg|thumb|none|600px|The player holds the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- aim.jpg|thumb|none|600px|The player aims the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Sterling L2A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 3.jpg|thumb|none|600px|Modified Version of the Sterling L2A1. Note the foregrip based on the E-11 Blasters from [[Star Wars]].]]&lt;br /&gt;
&lt;br /&gt;
===Sterling L34A1(**)===&lt;br /&gt;
The [[Sterling SMG|Sterling L34A1]] is used if the Sterling L2A1 is equipped with the &amp;quot;Suppressed Barrel&amp;quot; modification. Like the Sterling L2A1, it incorrectly holds 20 rounds which can be modified to 30, closer to the correct 34. &lt;br /&gt;
[[file:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|400px|Sterling L34A1 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- holding.jpg|thumb|none|600px|The player holds the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- aim.jpg|thumb|none|600px|The player aims the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Sterling L34A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Sterling L34A1.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the Jacket Character Pack. It holds a correct 32 rounds and has a after-market vertical foregrip in place of the barrel nut.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 holding.jpg|thumb|none|600px|The player holds the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 aim.jpg|thumb|none|600px|The player aims the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 1.jpg|thumb|none|600px|The player reloads the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 2.jpg|thumb|none|600px|The player reloads the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 mele.jpg|thumb|none|600px|Melee attack of the Cobray M11/9.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 1.jpg|thumb|none|600px|Modified Version of the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 2.jpg|thumb|none|600px|Modified Version of the Cobray M11/9.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the Gage Ninja Pack DLC. It's called &amp;quot;Kross Vertex&amp;quot; in-game. It can be modified with a long barrel to make it resemble the Vector CRB, which is the civilian semi-auto only variant. The weapon also has its own unique suppressor. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|KRISS Vector - .45 ACP]]&lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the actual bolt release isn't pressed, instead the surface underneath is.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the Yakuza Character Pack.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Reloading. Note how there is no bullet in the chamber.]]&lt;br /&gt;
[[File:Micro Uzi PD2 left modified.jpg|thumb|none|600px|Modified.]]&lt;br /&gt;
[[File:Micro Uzi PD2 right modified.jpg|thumb|none|600px|Modified.]]&lt;br /&gt;
&lt;br /&gt;
==TsNIITochMash SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is Veresk translated to English. It's notably the only subgun so far that can be dual-wielded. It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats are a copy-and-paste (sans the rate of fire and stability) of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece)&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in russain, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:PD2 SR2 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo reloading.jpg|thumb|600px|none|Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used only by some NPCs, namely the GenSec Elite SWAT and the Murkywater PMC enemies. It is unavailable for player use at the present time.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Payday2_GenSecElites.jpg|thumb|none|600px|The  GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP45 misc.jpg|thumb|600px|none|A dropped UMP45.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines / Assault Rifles / Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
The K23 and [[AKMSU]] count as SMG's in-game, but are actually carbines, therefor their entries will appear here.&lt;br /&gt;
&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKS-74==&lt;br /&gt;
The [[AKS-74|Izhmash AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called AK Rifle and holds 30 rounds. It can become a regular [[AK-74]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|501px|Izhmash AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M4/M4A1_Carbine#M4.2FM4A1_Carbine|Colt M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gasblock. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. As in the first Payday, this weapon is still used by SWAT Snipers, despite there being more appropriate weapon models available, though the FBI Files claims them to be chambered in higher-caliber rounds than the normal weapon. &lt;br /&gt;
&lt;br /&gt;
The CAR-4 has a ridicules amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the CAR resemble a whole host of different real world AR variants.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|Colt M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday has the fire selector set to full-auto instead of safe or some other ungodly location.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a CAR-4 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SalientArmsTier1 AR.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the CAR-4 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual ingame NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with theirs, note the laser.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle still lacks the bolt release of an A3. Oddly, instead of its build-in folding foregrip it has a section of rail added to the hinge and an aftermarket vertical grip attached to said rail.&lt;br /&gt;
Upon launch, the rifle can be seen using a Magpul PMAG, which suggests it was not based entirely on an authentic AUG. After the animation update, however, it gains the AUG's proprietary magazine.&lt;br /&gt;
As of update 61, the Raptor polymer body was added as a mod for the weapon, this mod will give the weapon the appearance of the Thales F90.&lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 is a future replacement for the Australian F88 Austeyr - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:AUG A2 PD2 modified left.jpg|thumb|none|600px|Modified Version. Here the weapon has been modified with the Raptor polymer body, making the weapon resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
[[file:AUG A2 PD2 modified right.jpg|thumb|none|600px|Modified Version.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMS==&lt;br /&gt;
The [[AKMS|Izhmash AKMS]] appears as the AK.762 and is unlocked at reputation level 16.It holds 30 rounds and has less total ammunition than the AKS-74. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Reloading. A round can be seen in the chamber as the charging handle is pulled.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They are the only enemies so far to do so.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36K|Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy, and a deep 240 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this JP is a KV. The proportions are a little off and the barrel is a different length, hinting that it might've been modeled from an airsoft cousin.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops1.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36C|G36C]].&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[M16_rifle_series#Olympic_Arms_K23B|OA K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[M16_rifle_series#CQB-R / Mk. 18 Mod 0|Mk. 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk. 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reload like this (As of update 65, the AMR-16 has received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M14==&lt;br /&gt;
A [[M14|Springfield Armory M14]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode. The weapon can be modified with a JAE 100 G3 stock or a SAGE EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|Springfield Armory M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|500px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO. A real Mk 14 has a 18&amp;quot; barrel as opposed to the 16&amp;quot; one in-game.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading1.jpg|thumb|none|600px|Reloading. Here the weapon has been modified with a SAGE EBR Chassis to resemble a Mk 14 Mod 0 EBR.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading2.jpg|thumb|none|600px|Reloading. Payday 2 could be one of the first games where the bolt release is used to chamber a new round on an M14-type rifle instead of giving the charging handle a pull.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 right.jpg|thumb|none|600px|Modified Version of the M14 DMR in a SAGE EBR Chassis.]]&lt;br /&gt;
[[file:Payday2 M1A Socom variant 2.jpg|thumb|none|600px|Modified Version of the M14 DMR in a JAE 100 G3 stock.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMSU==&lt;br /&gt;
A variant on the [[AKMSU|Izhmash AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a secondary weapon, rather than a primary like the other three Kalashnikov rifles.&lt;br /&gt;
&lt;br /&gt;
As of update 97.4, it's possible to dual wield AKMSUs. These dual-wielded AKMSUs lack stocks and it is not possible to attach any&lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|Izhmash AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:PD2 AKMSU akimbo right.jpg|thumb|600px|none|This is a bad idea.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo holding.jpg|thumb|600px|none|...but Dallas don't care.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo reloading.jpg|thumb|600px|none|Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?]]&lt;br /&gt;
&lt;br /&gt;
==Romanian AIMR==&lt;br /&gt;
Attaching the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the Izhmash AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]] (although the AKMS stock remains the same).&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AIMR.jpg|thumb|none|600px|A presumable AIMR heavily dressed in new furniture with a nice PBS-1 suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5]] family appears as the '''AK5''', all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5B]]. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Cesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;. Decorated here with a yellow laser module and a Lancer L5 magazine.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN_FNC#FN_FNC|FN Herstal FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the FN Ak's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16#M16A4_Rifle|Colt M16A4]] with a short barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|Colt M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. Putting an actual 30 round mag in gun gives it 38 rounds.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Reloading. Pulling the charging handle.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Colt M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Colt M16A4.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG_SG_550#SIG_SG_552|SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It Holds 30 rounds. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown&lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note the empty, translucent magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the magazine is not only full but also has the appropriated amount of ammo in it!]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Reloading. Hitting the bolt release.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SIG 552-2 PD2 modified left.jpg|thumb|none|600px|Modified version. Notice the railed handguard.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN_SCAR#FN_SCAR-H|FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Reloading. For some reason the charging handle doesn't lock back, so instead it's pulled to chamber a new round. In the original animation the bolt release was used instead.]]&lt;br /&gt;
[[File:PD2 SCAR-H misc1.jpg|thumb|600px|none|After receiving some buckshot, a former Murkywater PMC drops his SCAR-H. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR-H misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator. Note that the rail extension is for an AR-15 and not the SCAR platform.]]&lt;br /&gt;
[[File:SCAR-H PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==FN  FAL(**)==&lt;br /&gt;
The [[FN_FAL#FN_FAL|FN FAL]] appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. Notably, the FAL was the first weapon to have its accessories linked to DLC achievements rather than random drops. It notably has a DSA railed upper-receiver.  &lt;br /&gt;
[[File:FN_FAL_50_00.jpg|thumb|none|500px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA upper-receiver.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The FAL can become a [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] with the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|500px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:FalconRifle4.jpg|thumb|none|600px|Version of the FN FAL modified into a DSA SA58 OSW.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Romat===&lt;br /&gt;
Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the FAL allows it to impersonate the [[FN_FAL#IMI_Romat|IMI Romat]] (although the FAL rear sight, DSA upper-receiver, and barrel remain the same). &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL.jpg.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL_2.jpg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS#FAMAS_F1|FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; and is unlocked for purchase by buying the Gage Assault Pack DLC. It incorrectly holds 30 rounds instead of 25.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 1.jpg|thumb|none|600px|I]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- holding.jpg|thumb|none|600px|The player holds the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- aim.jpg|thumb|none|600px|The player aims the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the FAMAS F1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the FAMAS F1.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G1===&lt;br /&gt;
The [[FAMAS#FAMAS_G2|FAMAS G1]] is used if the &amp;quot;G2 Grip&amp;quot; is equipped on the FAMAS F1 (Before Update #37, &amp;quot;G2 Grip&amp;quot; was called &amp;quot;Retro Grip&amp;quot; although the FAMAS G1 is newer model of FAMAS F1). Like the FAMAS F1, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[file:FAMAS F2.jpg|thumb|none|500px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 1.jpg|thumb|none|600px|Modified Version of the FAMAS G1.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 2.jpg|thumb|none|600px|Modified Version of the FAMAS G1.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the Gage Assault Pack DLC. It incorrectly holds 30 rounds instead of 25, a higher than real life ROF, and is shown with an unusable bipod extended&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:Payday2_galil_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galil.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet, even though there was more than one left...]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Reloading. Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
&lt;br /&gt;
===IMI Galil MAR/Galil 7.62 Hybrid===&lt;br /&gt;
A [[Galil#Galil MAR|IMI Galil MAR/Galil 7.62 Hybrid]] is created if the Galil ARM is equipped with the &amp;quot;CQB Foregrip&amp;quot; and &amp;quot;Skeletal Stock&amp;quot; modification. Like the Galil ARM, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil_m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilmar.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galilmar_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===IMI Galil Sniper Rifle===&lt;br /&gt;
The [[Galil#Galil Sniper Rifle|IMI Galil Sniper Rifle]] is used if the Galil ARM is equipped with the &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; modification. Like the Galil ARM, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilsniper.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galilsniper_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; and is available to purchase for owners of the Gage Assault Pack DLC. It holds 20 rounds, has quite a bit of recoil and stopping power. It can be mocked up as a [[PSG-1]] lookalike with the Precision stock, grip, foregrip, and the DMR kit, the latter giving the gun the PSG-like barrel, trigger, and 10 round magazine.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...chambering a round.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3 modified to ''look'' like a PSG-1.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG isn't ambidextrous and it does have a forward assist, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield_L85_rifle_series#L85A2|Enfield L85A2]] was added alongside the ''Clover Character Pack'' as the &amp;quot;Queen's Wrath&amp;quot;.  Notably, it is the only select-fire capable primary (and one of three select-fire guns available in the entire game) that does not get the fire-mode locking mods. By default it holds 30 rounds and has a Grippod vertical grip.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|Enfield L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- holding.jpg|thumb|none|600px|The player holds the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- aim.jpg|thumb|none|600px|The player aims the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- mele.jpg|thumb|none|600px|Melee attack of the L85A2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Enfield L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Enfield L85A2.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the Dragan Character Pack DLC, much like the L85A2 was part of Clover's DLC. It is known internally as the &amp;quot;Lion's Roar&amp;quot;, has a high rate of fire and overall good stats, though it has a long reload time and if unmodified, high recoil.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 holding.jpg|thumb|none|600px|The player holds the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 aim.jpg|thumb|none|600px|The player aims the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 1.jpg|thumb|none|600px|The player reloads the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 2.jpg|thumb|none|600px|The player reloads the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 mele.jpg|thumb|none|600px|Melee attack of the VHS-D2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 1.jpg|thumb|none|600px|Modified Version of the HS Produkt VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 2.jpg|thumb|none|600px|Modified Version of the HS Produkt VHS-D2.]]&lt;br /&gt;
===HS Produkt VHS-K2===&lt;br /&gt;
The Lion's Roar becomes the HS Produkt VHS-K2 when equipped with the &amp;quot;Short Barrel&amp;quot;.&lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==TsNIITochMash AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It can be modified into the [[VSS Vintorez]] if the &amp;quot;Solid Stock&amp;quot; is applied.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:AS val rightside PD2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 reloading1.jpg|thumb|none|600px|Reloading the AS Val. Note the bullets in the magazine]]&lt;br /&gt;
[[File:AS Val PD2 reloding2.jpg|thumb|none|600px|Reloading. Pulling the charging handle]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
&lt;br /&gt;
===SUB-2000 Gen 2===&lt;br /&gt;
Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen2 shape. It seems to be an interpretation of a Red Lion Precision rail combo, but instead of concealing the suppressor inside the rails, a short rail was used as a base for an enormous mystery suppressor.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] was added with the Sydney character pack. It actually goes by two names in-universe. The rifle is called SG416C but Sydney renamed it &amp;quot;Bootleg Rifle&amp;quot; after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It is permanently fitted with a 100-round Beta C-Mag and a Magpul RVG vertical foregrip.&lt;br /&gt;
[[Image:HK416C.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416C carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] &lt;br /&gt;
[[File:PD2 416C right.jpg|thumb|600px|none|Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. ]] &lt;br /&gt;
[[File:PD2 416C holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 416C iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 416C reloading1.jpg|thumb|600px|none|Reloading. Dumping the empty drum...]] &lt;br /&gt;
[[File:PD2 416C reloading2.jpg|thumb|600px|none|...inserting a new one... (Here you can see &amp;quot;SG 416 C&amp;quot; on the mag-well.)]] &lt;br /&gt;
[[File:PD2 416C reloading3.jpg|thumb|600px|none|...and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]] is called the &amp;quot;Reinfeld 880&amp;quot; and is unlocked at reputation level 8, it has synthetic furniture instead of wood and it has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer.&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|500px|Remington Model 870 Field Gun - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge shells...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge shell.]]&lt;br /&gt;
[[File:PD2 M870 cops.jpg|thumb|500px|none|A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.]] &lt;br /&gt;
[[File:PD2 M870 dozer.jpg|thumb|500px|none|The green dozer's 870.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at reputation level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. It is overall similar to its full-sized counterpart, but has slightly higher damage and a higher rate of fire but shorter range and lower accuracy.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash Saiga-12K==&lt;br /&gt;
The [[Saiga 12K|Izhmash Saiga-12K]] appears as the ninth primary weapon, and is shown as being fully-automatic with select fire available. Prior to the Gage Shotgun Pack DLC, it was the only semi-auto shotgun in the game. The model is not an actual Saiga-12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-12 style front trunion (lacking the corresponding rivets however). It is called the &amp;quot;IZHMA 12G&amp;quot; and is unlocked at reputation level 26 and holds 7 shells. It is notably used by a Bulldozer variant called the &amp;quot;Killdozer&amp;quot; that wears black armor. His model of Saiga-12K uniquely has an unobtainable black solid stock, and before it was removed in a patch, a drum magazine. The Saiga-12K is also used by the FBI informant that sold out the gang in the Hoxton Revenge heist, if the informant's panic room is opened after the heist has gone loud.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Izhmash Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga-12K, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard keeping the optic stable.]]&lt;br /&gt;
[[File:PD2 Saiga dozer.jpg|thumb|500px|none|The black dozers step up their shotgun game with a Saiga-12K.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at reputation level 39. Obviously it only holds two shells but is one of the most powerful weapons in the game. It has only two modifications, &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special,&amp;quot; both of which saw down the barrels and stock respectively&lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun holding.jpg|thumb|none|600px|The player holds the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun aim.jpg|thumb|none|600px|The player aims the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 1.jpg|thumb|none|600px|The player reloads the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 2.jpg|thumb|none|600px|The player reloads the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun mele.jpg|thumb|none|600px|Melee attack of the Double Barreled Shotgun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 double barrel variant 1.jpg|thumb|none|600px|Modified Version of the Double Barreled Shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===Sawn-Off Double Barreled Shotgun===&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun|Sawed Off Shotgun]] is used when the Mosconi 12G is modified. The &amp;quot;Road Warrior&amp;quot; barrel saws the barrels down, while the [[The_Wire_-_Season_1#Unknown_Double_Barrel_Shotgun|&amp;quot;Gangsta Special&amp;quot;]] saws off the stock.&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun holding.jpg|thumb|none|600px|The player holds the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun aim.jpg|thumb|none|600px|The player aims the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 1.jpg|thumb|none|600px|The player reloads the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 2.jpg|thumb|none|600px|The player reloads the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun mele.jpg|thumb|none|600px|Melee attack of the Sawn-Off Shotgun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sawed off variant 1.jpg|thumb|none|600px|Sawn-Off Shotgun with stock untouched.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as a new gun added in the Crimefest update (10/26/2014) and is called the Predator 12G. It correctly fires in semi auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds an incorrect 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2_SPAS12.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:Payday2_SPAS12_2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After doing so, Dallas flips over the SPAS-12 and racks the charging handle, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta S3/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced with the Bonnie Character Update in March 13th appears to be a hybrid of the Beretta S3 O/U and CZ Redhead Deluxe O/U. Named the &amp;quot;Joceline O/U 12G&amp;quot; in-game.&lt;br /&gt;
[[File:Beretta Side Lock Model S3.jpg|thumb|none|500px|Beretta S3 O/U - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading1.jpg|thumb|none|600px|Reloading. Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading. Note the unstuck primers.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Reloading. Two shells, one hand.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified left.jpg|thumb|none|600px|Modified version. The barrels has been sawed-off...]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified right.jpg|thumb|none|600px|..and a fancy shell holder has been put on the stock.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. First introduced in the Death Wish Update in the hands of some GenSec Elite SWATs, though with a fixed stock. A player-usable version was finally added in the Gage Shotgun Pack DLC. It holds 8 shells in the tube by default (as opposed to its real life counterpart's 7).&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- holding.jpg|thumb|none|600px|The player holds the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- aim.jpg|thumb|none|600px|The player aims the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Benelli M4.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Benelli M4 Super 90.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Tactical===&lt;br /&gt;
The Benelli M4 Tactical is used if the M1014 is equipped with the &amp;quot;Solid Stock&amp;quot;&lt;br /&gt;
[[File:M4 Tactical.jpg|thumb|none|500px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 NFA===&lt;br /&gt;
The Benelli M4 NFA is used when the M1014 is equipped with the &amp;quot;Short Barrel&amp;quot;.&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 NFA Tactical===&lt;br /&gt;
The Benelli M4 NFA Tactical is used if the M1014 is equipped with the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot;&lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Notably it is one of the most concealable shotguns in the game and has the highest capacity of any of them. Holds 14 shells and was added in the Gage Shotgun Pack DLC.&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:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
&lt;br /&gt;
==Sentinel Arms Striker-12(**)==&lt;br /&gt;
The humble fixed-drum [[Armsel Striker and variants#Examples of the Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. In Overkill's usual fashion, it's a mix of all of the different versions mooshed together in a highly educated, equal measure. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|Cobray Street Sweeper - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance level of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms magazine's spring-loaded thumb tab actually used to advance the drum during reloads. The big tube on the end is an exclusive integral suppressor to further drive the gun into fantasy land.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12 CQB(**)==&lt;br /&gt;
Added with the release of The Butcher's BBQ Pack was an [[AA-12|MPS AA-12 CQB]] as evident by its short barrel, known internally as the &amp;quot;Steakout 12G&amp;quot;. Comes default with a 8-round box magazine and an entirely fictional semi/auto selective fire capability as all extant AA-12 models are capable of fully automatic fire only. Its in-game rate of fire of 300 matches that of the real weapon.&lt;br /&gt;
Optional enhancements includes a 20-round drum, a long barrel, and custom integral suppressor. When any optics are mounted it gains a railed mount with a useless shell rack on the left side, replacing the whole rear sight.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|The MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:2015-04-22 00009.jpg|thumb|none|600px|In-game preview of the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00010.jpg|thumb|none|600px|Player holding the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00011.jpg|thumb|none|600px|Stock ironsights of the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00013.jpg|thumb|none|600px|Player reloading the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00023.jpg|thumb|none|600px|Melee attack of the AA-12 CQB.]]&lt;br /&gt;
&lt;br /&gt;
===MPS AA-12===&lt;br /&gt;
The &amp;quot;Steakout 12G&amp;quot; becomes a regular AA-12 when fitted with the &amp;quot;Long Barrel&amp;quot; modification.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:2015-04-22 00018.jpg|thumb|none|600px|In-game preview of the the now regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the Goat Simulator DLC (where do they get these ideas?) a full-size [[Ithaca 37]] was added, oddly as a secondary weapon. Called GSPS 12G in-game. It incorrectly holds 7 rounds in the standard 4-round tube magazine.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 riot version - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca with the Riot barrel and Riot grip. The grip isn't actually an riot configuration but rather just a sawed-off variant.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[http://www.imfdb.org/wiki/No_country_for_old_men#Remington_11-87 No Ithaca for old men.]]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gage Weapon Pack #02&amp;quot; downloadable content pack introduced three light machine guns to the players' arsenal. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and The &amp;quot;Crimefest 2015&amp;quot; introduced the Ksp 58. The weapons can only be hip-fired and are very inaccurate. The bipods cannot be unfolded without the Lion Bipod attachment, introduced during CrimeFest 2015, which greatly stabilizes the weapon but immobilizes the player and restricts their field of fire to a roughly ninety-degree arc.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMG's in game, the MG42 and FN M240 are actually GPMG (General Purpose Machine Guns)&lt;br /&gt;
&lt;br /&gt;
==Izhmash RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK modified right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249 Para]] appears as the &amp;quot;KSP&amp;quot; and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|FN M249 SAW Paratrooper version with 200-round ammo drum  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommend.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his M249. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
[[File:PD2 M249 dozer.jpg|thumb|500px|none|A skull dozer ready to tear up some heisters with his M249.]] &lt;br /&gt;
===FN M249-E2 SAW===&lt;br /&gt;
The &amp;quot;Soild Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; attachments can make a M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|]] &lt;br /&gt;
===FN Mk 46 Mod 0===&lt;br /&gt;
The &amp;quot;Railed Foregrip&amp;quot; and &amp;quot;Soild Stock&amp;quot; attachments can make a M249 Para that resembles the [[FN_Minimi#Mk 46 Mod 0|Mk 46 Mod 0]], though the M249 keeps its STANAG mag well.&lt;br /&gt;
[[file:Mk46.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style rear-sight rather than the 21E's real rear sight. It has a front grip that's tilted to the left in order to making it easier to hold. &lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and has the highest rate of fire of the LMGs.&lt;br /&gt;
[[file:MG42 Left.jpg|thumb|500px|none|MG 42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|The player holds the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- aim.jpg|thumb|none|600px|The player aims the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- mele.jpg|thumb|none|600px|Melee attack of the MG 42.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 1.jpg|thumb|none|600px|Modified version of the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 2.jpg|thumb|none|600px|Modified version of the MG 42 with a barrel based on the DLT-19 Heavy Blaster Rifle from [[Star Wars]], with was actually made from a [[MG34]].]]&lt;br /&gt;
&lt;br /&gt;
==FN M240==&lt;br /&gt;
Although it's called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;Crimefest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|FN M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|Carl Gustaf Ksp 58 B  - 7.62x51mm NATO. For comparison]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The &amp;quot;Ksp 58&amp;quot;.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new ammo box.]]&lt;br /&gt;
[[File:PD2 M240 modified left.jpg|thumb|600px|none|Modified version with a short barrel, bipod, plastic Stock and...]]&lt;br /&gt;
[[File:PD2 M240 modified right.jpg|thumb|600px|none|...an AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' Downloadable Content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a .45 degree off-set iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the Point Break heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
==Remington MSR==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at reputation level 15. It is featured either with a default and non-standard wooden body or the optional and proper aluminium alloy body. It uses a 10 round magazine. &lt;br /&gt;
[[File:RemingtonMSR.jpg|thumb|none|500px|Remington MSR - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right.jpg|thumb|none|600px|Tactical Aluminium Alloy body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left.jpg|thumb|none|600px|Tactical Aluminium Alloy body.]]&lt;br /&gt;
[[File:Remington MSR PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt. Here the weapon has been modified with its own unique suppressor. The Suppressor is actually based of the MSR's real world equivalent]]&lt;br /&gt;
[[File:Remington MSR PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine. Note the backup iron sights.]]&lt;br /&gt;
[[File:PD2 MSR reloading2.5.jpg|thumb|none|600px|Reloading. The new magazine is inserted and the bolt is cycled to chamber the round. Notice the actual bullet in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 LRS2==&lt;br /&gt;
The [[Blaser R93|Blaser R93 LRS2 Precision Sniper Rifle]] appears as the &amp;quot;R93&amp;quot; and is unlocked at reputation level 35. It is featured either with a default polymer or optional wooden body. It uses a 6-round magazine (one more than it holds real life). &lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 LRS2 Precision Sniper Rifle - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_R93_Right.jpg|thumb|none|600px|Standard body.]]&lt;br /&gt;
[[File:Payday_2_R93_Left.jpg|thumb|none|600px|Standard body.]]&lt;br /&gt;
[[File:Payday_2_R93_Right_wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_R93_Left_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:R93 PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:R93 PD2 reloading1.jpg|thumb|none|600px|Reloading. How the top most bullet stays in place is a mystery.]]&lt;br /&gt;
[[File:R93 PD2 reloading2.jpg|thumb|none|600px|Reloading. The new magazine is in and a round is chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at reputation level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the second most powerful one so far, having an astounding damage stat of '''2880''', second only to the RPG-7 included with the OVERKILL Pack, which deals a solid 10000 damage per shot.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 scope rectile.jpg|thumb|600px|none|The rectile of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the rectile shape or color on this scope.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:PD2 M95 right modified.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 left modified.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M1907 Carbine]] is seen as the &amp;quot;Mosin-Nagant&amp;quot; and is part of the Gage Historical Pack DLC. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70.&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon!]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|The Mosin Nagant can be modified with a M38 carbine length barrel...]] &lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|...and a full length M91/30 one.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] was added with the Gage Ninja Pack DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot;. The actual WA 2000 is chambered in .300 Winchester or 7.5x55mm Swiss, so the .308 in the name wrongly suggest the weapon is chambered in .308. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:WA2000 PD2 rightside.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:WA2000 PD2 idle.jpg|thumb|none|600px|The WA 2000 in game.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant it can use, and starts out with, iron sights. It can be modified with a long barrel, suppressed barrel, and a unique magnified scope. However, it can not be customized with modern modifications like lasers and sights besides the one unique to it.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:2015-05-08 00013.jpg|thumb|none|600px|Right side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-08 00014.jpg|thumb|none|600px|Left side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-07 00059.jpg|thumb|none|600px|The Winchester Model 1873 in-game.]]&lt;br /&gt;
[[File:2015-05-07 00061.jpg|thumb|none|600px|Iron-sights.]]&lt;br /&gt;
[[File:2015-05-07 00062.jpg|thumb|none|600px|Loading a round in.]]&lt;br /&gt;
[[File:2015-05-07 00063.jpg|thumb|none|600px|Cocking the lever.]]&lt;br /&gt;
[[File:2015-05-07 00065.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
[[File:2015-05-09 00031.jpg|thumb|none|600px|A modified Winchester Model 1873]]&lt;br /&gt;
[[File:2015-05-09 00032.jpg|thumb|none|600px|Another modified Winchester Model 1873]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] was added along for free with the character Bodhi from the [http://www.imfdb.org/wiki/Point_Break_%282015%29 Point Break remake]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. &lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty!]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC (unlike the first game that had it by default) It's called GL40 in-game, same as the first Payday. It is possible to hurt or kill ones own team members with it so it pays to be careful when using it. Additionally, the grenades have no arming distance and can be shoot out of the air by gunfire from police. This can be especially dangerous as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt.&lt;br /&gt;
&lt;br /&gt;
All the grenade launchers deal the same damage, 340.&lt;br /&gt;
&lt;br /&gt;
The front leaf sight on the M79 model acts as an in-built gadget, and pressing the enable gadget key (default &amp;quot;G&amp;quot;), allows the player to fire grenades at a much higher arc than usual.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock.&lt;br /&gt;
[[Image: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;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|Reloading the Mk 1L can take as long as 15 seconds(!) if the user has gone through the whole cylinder. This is because each fired grenade is pulled out and subsequently replaced with a new one. Here a new grenade is loaded.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Reloading. Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 10000, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it's hit by enemy fire, something that happens a lot on more intense heists. &lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 mele.jpg|thumb|none|600px|Melee attack]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 variant 1.jpg|thumb|none|600px|The only modifications the RPG can accept are sights.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). Like the RPG, it's a secondary weapon.&lt;br /&gt;
[[Image:EX-41 ''CHINA LAKE LAUNCHER''.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 could originally only be used with the right Technician skills. As of Update 100, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. They can also be upgraded to leave a wake of fire upon detonation. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives, these are treated as mission items rather that deployable equipment&lt;br /&gt;
[[File:Payday2 C4.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
[[File:Payday2 c4 1.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers at times. The Commissar in Hotline Miami also uses one when fought. The same model is also used for the flash bangs that law enforcers love to use all too frequently. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|M18 smoke grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is only usable by players with the first Gage Weapon Pack DLC, unless they buy the Grenade Case for their team during a heist. Grenades have a fairly wide blast radius that can go through walls, and they will stun enemies that aren't killed outright. Players can carry up to three and should be careful, as they can easily cause civilian kills or friendly fire if handled improperly. Notably, it's possible for enemies to shoot the grenades in mid-air, causing immediate detonation. All grenades are shown with the red Overkill bomb logo painted on the side.&lt;br /&gt;
&lt;br /&gt;
Update 100 added another version of the grenade called the &amp;quot;HEF Grenade&amp;quot; that can be used by any player following the Steam group for Payday 2, and have identical stats to the DLC grenades. These grenades are visually distinct, having a black body with a yellow stripe and text, and a red Overkill bomb attached to the pin&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:Payday2 granat.jpg|thumb|none|600px|M67 hand grenade in game. Note the Overkill logo.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added to the game in the Gage Historical Pack, and is referred to in game as the &amp;quot;Potato Masher&amp;quot;. Unlike the M67, it is not used as a thrown explosive, but rather as a melee weapon, similar to the Demoman from ''[[Team Fortress 2]]''. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:pd2-stick-grenade.jpg|thumb|none|600px|Model 24 Stielhandgranate, called the &amp;quot;Potato Masher&amp;quot; in game.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[GE_M134_Minigun#Hand_Held_M134_Minigun|Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest rate-of-fire of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, having the weapon equipped results in a movement speed penalty. As usual in video games and films, the weapon appears to have no power source.&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: 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:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun holding.jpg|thumb|none|600px|The player holds the Hand Held Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun aim.jpg|thumb|none|600px|The player aims the Hand Held Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun mele.jpg|thumb|none|600px|Melee attack of the Hand Held Minigun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 1.jpg|thumb|none|600px|Modified Version of the Hand Held M134 Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 2.jpg|thumb|none|600px|Modified Version of the Hand Held M134 Minigun.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5K|Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above. In Update 100, this model was replaced with a new Sentry Gun using a [[FN P90]] as its base&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|Sentry Gun in game.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Payday (disambiguation)]]&lt;br /&gt;
&lt;br /&gt;
[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Payday 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1029175</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1029175"/>
		<updated>2016-06-03T18:58:49Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Explosives */ skill changes from Update 100&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2.&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Payday 2''' is the sequel to [[Payday: The Heist]]. As with the first game, players may join up to three others in a spree of robberies and other heists to earn money. Payday 2 noticeably features many changes from the first game, among other things the new skill tree. Each of the five trees (the '''Mastermind''', '''Enforcer''', '''Technician''', '''Ghost''', and '''Fugitive''') focuses on differing specializations, though unlike the first game do not grant new weapons for level ups (aside from special examples like the portable saw). Weapons are instead unlocked to purchase by leveling up, which now is done with experience points instead of money. Money is used to buy new weapons, modifications, and masks, though it is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and addons.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 steam group. Entries marked with (**) are DLC (downloadable content) weapons.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
&lt;br /&gt;
The game operates with the heister moving in with 2 weapons, and 2 weapons only. A primary and a secondary. Primaries consist of assault and battle rifles, shotguns, sniper rifles, machine guns, and dual-wielded weapons. Secondaries consist of pistols, machine pistols, and bizarrely, a few chopped down variants of some shotguns and assault rifles. Players can take ammo from enemies, but not weapons, ala [[SWAT 4]] and other such tactical shooters.&lt;br /&gt;
&lt;br /&gt;
Each weapon has its own customization options, though some like the Glock 17 barely have any and others like the M4A1 may have much more than others. In addition to shared items like suppressors, weapons also have their own sets of unique addons, such as extended magazines or different finishes or grips. Mods can be removed from these weapons for no charge, and the mod in question will not be lost, merely returned to the player's inventory. However, re-adding it will again require money, with the exception of certain items that have no cost to add&lt;br /&gt;
&lt;br /&gt;
In addition to this, the Gage Weapon Pack #01 DLC introduced select-fire to weapons, and DLC owners unlock access to special addons that enable locking a weapon permanently in one fire mode, along with frag grenades. The later Gage Weapon Pack #02 DLC introduced machine guns and knives to the game. Owners of the Gage Mod Courier DLC are able to unlock a special set of free modifications that are otherwise unobtainable. As a bonus, the pack also comes with extra reticles and colors for all sights, though players without the DLC will still be able to use all the colors and a few of the new reticles. In addition, every weapon DLC pack since (and a few heist DLCs) have had even more new guns and melee weapons, and some lock weapon addons to specific achievements rather than random drops. The Gage Sniper Pack introduced armor-piercing sniper rifles to the game. Finally, a noteworthy addition from the Gage Shotgun Pack DLC is the option to use different shell types for any of the game's shotguns. All firearms in Payday 2 are capable of performing a &amp;quot;tactical reload&amp;quot; (i.e. reload when the magazine isn't emptied) in addition to the &amp;quot;dry&amp;quot; animation, though as is common with most contemporary non-tactical shooters, none of them retain the round currently in battery, meaning there is no &amp;quot;one round in the chamber&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As a final addition, the October 22, 2014 patch introduced akimbo weapons, which are wielded as primary weapons but are mostly identical to their single-wielded versions (aside to obvious penalties to their accuracy and recoil control). This list of weapons has expanded over time to include seven sets of pistols and three sets of sub-machine guns. Formerly, only players that had the Hitman perk deck or the Akimbo skill were able to use these weapons, though as of Update 100 (June 2, 2016) any player may use them without any skill investment at all&lt;br /&gt;
&lt;br /&gt;
As of Update #65 (The first person animation update) All base game guns (except for the Taurus Raging Bull aka Bronco .44) and some DLC weapons have received new first person animations, most notably new reloading animations. Also with this update magazines now actually have fully modeled bullets in them, on top of that, it's is possible to see the bullets in the transparent magazines of weapons such as the JP36 (G36K), Commando 553 (SG 552-2), Kobus 90 (P90) etc.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The first weapon the new players can use (alongside the Colt Model 733) is a [[Glock 17]]. It is given to the player for free as soon as they start the game. It goes by the name Chimano 88 in-game (the 88 possibly being a reference to Pistol 88, the Swedish army's designation for the Glock 17, which is their service weapon) In the early days of Payday 2, it could only use one of three suppressors, though additional mods compatible with it has since been added. The mod selection for the Glock 17 is strangely limited. It can't, for example, use the extended magazine the Glock 18 and 22 can use for whatever reason.&lt;br /&gt;
&lt;br /&gt;
It has damage and accuracy stats very slightly below most 9mm pistols in the game but it boasts a huge ammo pool and top notch concealment. The pistol has a 17 round magazine capacity which would be correct if it weren't for the extended base plate that ''should'' add two more rounds, but it doesn't. &lt;br /&gt;
It is one of seven pistols that can be dual-wielded.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note extended +2 magazine base plate that's not factored into the weapons capacity. Also note that the pistol doesn't have any markings whatsoever on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the dry mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached flashlight, they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17, neither they ever use the flashlight.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] is unlocked at reputation level 2, and is much more customizable than the starting Glock 17. It is named the &amp;quot;Crosskill&amp;quot; as it was in the first game and has an incorrect 10-round magazine instead of 7 or 8 as in reality, it's Extended Mag modification gives it the model of a Kimber 10-round magazine but it holds 16 rounds. It is one of the seven pistols that can be dual-wielded. It is also seen in the background in several menus.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine that has bullets textured inside in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Springfield Armory 1911 Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Springfield Armory 1911 Lightweight Operator.]]&lt;br /&gt;
'''Springfield Armory 1911 Lightweight Operator Akimbo'''&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the Akimbo Lightweight Operators.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Akimbo Lightweight Operators.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo Lightweight Operators.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The LO on a loading screen.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot; and is unlocked at reputation level 6, and has an incorrect 14-round capacity instead of 15. Presently, it is one of the seven pistols that can be dual-wielded. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 2.jpg|thumb|none|600px|Note that for some reason it's modeled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- holding.jpg|thumb|none|600px|The player holds Akimbo 92FS Centurions.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Akimbo 92FS Centurions.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo 92FS Centurions.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, again known as the &amp;quot;Bronco .44&amp;quot; but now featuring its full-length barrel by default. It holds 6 rounds and is unlocked at reputation level 6, and is massively powerful. As of Update 13, street cops can use this devastating weapon. It is also notably used by the female FBI Agent enemies in the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. The hammer is always shown cocked after every shot despite none of the characters ever cocking the hammer.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- holding.jpg|thumb|none|600px|The player holds the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- aim.jpg|thumb|none|600px|The player aims the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 2.jpg|thumb|none|600px|The player somehow reloads all six rounds at the same time without using a speed-loader.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Taurus Raging Bull.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Taurus Raging Bull.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at reputation level 29 and, as in the first game, is known as the &amp;quot;STRYK 18c.&amp;quot; It still features a high rate of fire, decent damage, and low accuracy. It comes with a slightly incorrect 20-round magazine (actually 19), and a tan frame and slide.  Notably, it is one of 3 select-fire capable guns in the game that does not get the fire-mode locking mods.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Glock 18C. Note large cut-out in the slide for the ported barrel, denoting this as a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Glock 18C.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert_Eagle#Desert_Eagle_Mark_XIX|IMI Desert Eagle Mark XIX]] goes by the everlasting nickname Deagle in-game. It holds an incorrect 10 rounds in its 7-round magazine. While it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. &lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if you take a close look at the back end of it.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. There must be some malfunction with the slide release as the slide doesn't lock back once the gun is dry.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. Note that the can at the end of the barrel is a makeshift oil filter suppressor.]]&lt;br /&gt;
===IMI Desert Eagle Mark XIX Akimbo===&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- holding.jpg|thumb|none|600px|The player holds Akimbo Desert Eagles.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Akimbo Desert Eagles.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the Interceptor .45 and is automatically unlocked for purchase by joining the official Payday Steam Group. It's quite powerful and uses a 13-round magazine (one more than it holds in real life for the .45 ACP version). It is one of seven pistols that can be dual-wielded (along with all variants below). It is incorrectly shown fitted with a Heckler &amp;amp; Koch Jet-Funnel mag-well extension and extended magazines that were only designed for and fit the 9mm and .40 S&amp;amp;W versions of the USP. &lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|note Jet-Funnel mag-well extension]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a blink away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The UPS Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] appears as a new gun added in the Election Day update (3/20/2014) and is named the &amp;quot;Chimano Custom&amp;quot;, with the website render marking it as a .40 S&amp;amp;W model. It has a default magazine of 16 rounds (actually 15 in real life or 17 with the +2 base-plate shown in-game) and can be modified in most of the same ways as the Glock 18C. It has a unique red fiber-optic front sight, a flared magazine well, and an OD green frame. The Custom becomes a Glock 35 if equipped with the &amp;quot;Long Slide&amp;quot; modification. This is one of the seven pistols that can be dual-wielded&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the the Custom Glock 22C. Note the slide cut-outs for the ported barrel, denoting this as a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Custom Glock 22C.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest release parade (October 22nd 2014), ''[[John Wick]]'' himself jumped aboard and brought his trusted [[Glock 26]] along for the ride. Called the '''Chimano Compact''', it tries to fill the same &amp;quot;high-capacity 9x19mm&amp;quot; role as the Beretta 92. It can stand up to it in terms of damage output and has a trivial recoil advantage, but otherwise lags a little behind on all fronts, especially so with the &amp;quot;high-capacity&amp;quot; bit. Unlocked at level 36, the $605,000 price tag is a little hard to swallow for what it is. It's also the first of the seven pistols which have separate akimbo variants classed as primary weapons.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied Glock 26. Overkill correctly set it to carry 10 rounds at a time, but didn't account for the potential extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch stealth rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was devised at an in-house &amp;quot;Chimano Custom Shop&amp;quot; instead. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the cute US flag on the upgraded slide.]]&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK(**)==&lt;br /&gt;
The [[Walther_PP_Pistol_Series#Walther_PPK|Walther PPK]] is available for purchase with the Armored Transport DLC and is known as the &amp;quot;Gruber Kurz&amp;quot; pistol. It is fairly weak but easy to conceal and incorrectly holds 14 rounds instead of 6 (.380 ACP) or 7 (.32 ACP) rounds. It was the first handgun in the game to be able to use a laser without needing anything in the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Reloading. Racking the slide.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Walther PPK.]]&lt;br /&gt;
&lt;br /&gt;
===Walther PP===&lt;br /&gt;
Modifying a Walther PPK with the &amp;quot;Long Slide&amp;quot; turns it into a [[Walther_PP_Pistol_Series#Walther_PP|Walther PP]].&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- holding.jpg|thumb|none|600px|The player holds the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- aim.jpg|thumb|none|600px|The player aims the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 1.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Walther PP.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 1.jpg|thumb|none|600px|A Walther PP with red dot sight and suppressor.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 2.jpg|thumb|none|600px|A Walther PP with red dot sight, tactical light, and IPSC compensator.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the Signature .40 and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. In-game it does the same amount of damage as the Crosskill (Springfield Armory 1911 Lightweight Operator), but most, if not all, of its stats are better compared to the Crosskill. By default, the P226 holds 12 rounds (one less than the real .40 version) and its extended magazine unusually has no concealment penalty (unlike those for most weapons)&lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magzine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as a Crimefest community milestone reward, for having 1 million members in the Payday 2 Steam group. It shoots the .410 Bore and holds 5 shells, and is classed by the game as a shotgun, so handgun skills have no effects on it. It is depicted as being ridiculously power, even more so than most of the 12 gauge shotguns, despite it's .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 1.jpg|thumb|none|600px|Note that the shells are too long and clip through the front of the gun.]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- holding.jpg|thumb|none|600px|The player holds the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- aim.jpg|thumb|none|600px|The player aims the Taurus 4510PLYFS. The hole on the hammer is in fact the keyhole of Taurus' patented Revolver Security System.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Taurus 4510PLYFS.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Taurus 4510PLYFS.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 &amp;quot;Broomhandle&amp;quot;]] appears as the &amp;quot;Broomstick&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It has rather high damage, but is hindered by its 10 round magazine.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1 holding.jpg|thumb|none|600px|The player holds the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 aim.jpg|thumb|none|600px|The player aims the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1-mele.jpg|thumb|none|600px|Pistol whipping with the Mauser C96.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mauser C96. Not the barrel of the DL-44 Heavy Blaster Pistol from ''[[Star Wars]]''.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mauser C96.]]&lt;br /&gt;
&lt;br /&gt;
===Mauser C96 carbine \ Mauser C96 &amp;quot;Broomhandle&amp;quot; Hybrid===&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 carbine]] appears if the &amp;quot;Broomstick&amp;quot; is modified with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot;.&lt;br /&gt;
[[file:C96carbine.jpg|thumb|350px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- holding.jpg|thumb|none|600px|The player holds the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- aim.jpg|thumb|none|600px|The player aims the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- mele.jpg|thumb|none|600px|Melee attack of the Mauser C96 carbine.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mauser C96 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot; as part of the Butcher DLC along with the VHS-D2 rifle. Initially a Croatian design (as the HS2000), it has an 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel -.45 ACP]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM holding.jpg|thumb|none|600px|The player holds the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM aim.jpg|thumb|none|600px|The player aims the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 1.jpg|thumb|none|600px|The player reloads the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 2.jpg|thumb|none|600px|The player reloads the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM mele.jpg|thumb|none|600px|Pistol whipping with the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 1.jpg|thumb|none|600px|Modified Version of the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 2.jpg|thumb|none|600px|Modified Version of the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army(**)==&lt;br /&gt;
A [[Single Action Army]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot; and is part of the Butcher's Western Pack DLC. By default it is the 7.5&amp;quot; &amp;quot;Cavalry&amp;quot; model, but the &amp;quot;Shootout Barrel&amp;quot; and &amp;quot;Precision Barrel&amp;quot; modifications turn it into the 5.5&amp;quot; &amp;quot;Artillery&amp;quot; and 12&amp;quot; &amp;quot;Buntline Special&amp;quot; models respectively. When firing the weapon, the player character will fan the hammer. The Single Action Army cannot be modified with other modifications, limited only to the two barrels stated above, a stock, and a pistol grip modification.&lt;br /&gt;
&lt;br /&gt;
The in-game revolver operates in strange and bizarre ways not seen on the real Single Action Army. The weapon is absurdly powerful for an antique revolver of this caliber, massively dwarfing the Bronco .44 and Deagle in stopping power despite both of them faring the other way around in reality. The extractor rod on the Peacemaker is also never used to remove spent cartridges, the player character simply opens the loading gate and puts in fresh rounds, the fired casings falling out on their own.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|350px|thumb|none|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model. - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00006.jpg|600px|thumb|none|Right side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00007.jpg|600px|thumb|none|Left side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00027.jpg|600px|thumb|none|Drawing the Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00029.jpg|600px|thumb|none|&amp;quot;Cavalry&amp;quot; Single Action Army in idle]]&lt;br /&gt;
[[File:2015-05-07 00031.jpg|600px|thumb|none|Iron sights]]&lt;br /&gt;
[[File:2015-05-07 00033.jpg|600px|thumb|none|Opening the loading gate]]&lt;br /&gt;
[[File:2015-05-07 00036.jpg|600px|thumb|none|Loading a round in, note how the player character never seem to remove the spent cartridges with the extractor rod, they just pop out of the chamber on their own and fresh bullets are then loaded. Also note the hammer in fully cocked a.k.a. &amp;quot;ready-to-fire&amp;quot; position, which is not a very safe thing considering the activity in question.]]&lt;br /&gt;
[[File:2015-05-07 00038.jpg|600px|thumb|none|Snapping the loading gate closed, yeah I winced too.]]&lt;br /&gt;
[[File:2015-05-07 00054.jpg|600px|thumb|none|Pistol whipping with the Single Action Army]]&lt;br /&gt;
[[File:2015-05-09 00030.jpg|600px|thumb|none|A Modified &amp;quot;Cavalry&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|350px|thumb|none|Single Action Army with 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips - .45 Long Colt]]&lt;br /&gt;
[[File:PAYDAY2SingleActionArmyArtilleryPreview.jpeg|600px|thumb|none|Right side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00010.jpg|600px|thumb|none|Left side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00057.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00058.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00024.jpg|600px|thumb|none|A Modified &amp;quot;Artillery&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00011.jpg|600px|thumb|none|Right side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00012.jpg|600px|thumb|none|Left side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00066.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00067.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00023.jpg|600px|thumb|none|A Modified &amp;quot;Buntline Special&amp;quot; Single Action Army]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba Autorevolver|Mateba 2006M]] was added into the game with the Alesso Heist DLC. It's called &amp;quot;Matever .357&amp;quot; in game, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell Stand Alone Complex]].  It's chambered in .357 Magnum and holds a correct 6 rounds.&lt;br /&gt;
[[File:Mateba 2006.jpg|thumb|360px|none|Mateba 2006M - .357 Magnum]]&lt;br /&gt;
[[File:Mateba 2006M PD2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Mateba 2006M ingame PD2.jpg|thumb|none|600px|The Player holding the Mateba 2006M]]&lt;br /&gt;
[[File:Mateba 2006M reload PD2.jpg|thumb|none|600px|Reloading the Mateba. Notice the unusual cylinder placement of the 2006M]]&lt;br /&gt;
&lt;br /&gt;
==IWI Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|IWI Jericho 941 PL]] was be added in the Point Break heists DLC. It's called &amp;quot;Baby Deagle&amp;quot; in game, referencing Magnum Research marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;. The weapon has the ejection port marked as 9x19 (9 Parabellum), however it has a magazine capacity of 12 rounds, indicating a .40 caliber variant. The standard 9mm variant has a capacity of 15 rounds. Additionally, the Jericho has the silver guide rod of the 941's chambered in .41 AE, if the intention was to have the Jericho chambered in that caliber, it would explain its whooping 150 damage per shot, very close to the Desert Eagle in game. &lt;br /&gt;
The PL can be modified with the &amp;quot;Spike kit&amp;quot; which makes it resemble the older steel framed [[Jericho 941|Jericho 941 F]], on top of that it can be modified with the &amp;quot;Spike grip&amp;quot; which gives it a very similar appearance as the Jericho 941 R used by Spike Spiegel in [[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]&lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 PL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his 941 in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|The Jericho 941 PL seen in the Point Break heist trailer, note the threaded extended barrel. It is notably a model with a decocker lever, Bohdi is shown decocking the pistol before holstering it in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|The new character Bohdi about to flick the decocker.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The 941 modified into a [[Jericho 941 F]] with the &amp;quot;Spike kit&amp;quot;]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc1.1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc1.2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A Non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike grip&amp;quot; to the former will make it look like Spike Spiegel's 941 R from Cowboy bebop. It is not the exact model as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc2.1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc2.2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol is another weapon added for free with the Hardcore Henry Packs DLC and is called the &amp;quot;White Streak Pistol&amp;quot; ingame. It is incorrectly depicted with a 12-round magazine capacity instead the real life 15-round capacity, even with its &amp;quot;Extended Magazine&amp;quot; mod it only brings it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available), the capacity and high damage show that its stats are a copy-and-paste of the Jericho 941 RPL's stats.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets, classic...]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]], a cheap Double Eagle airsoft one at that, and is unlocked at reputation level 2. It holds an incorrect magazine size of 40 rounds in a short 16-round magazine.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|350px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- holding.jpg|thumb|none|600px|The player holds the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- aim.jpg|thumb|none|600px|The player aims the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- mele.jpg|thumb|none|600px|Melee attack of the MAC-11.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Ingram MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Ingram MAC-11. This is its stock magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from Payday: The Heist, again known as the &amp;quot;Compact-5&amp;quot; and still in use by some SWAT units. It is unlocked at reputation level 13 and starts out as an MP5A4 but can be changed, via the combination of different mods, into a MP5A5, MP5/10, MP5SD5, MP5SD6, or MP5KA4. The Cloaker enemy has a cut down pseudo MP5/40 with an A3 stock and various mods that only they can use, as of update 61 however, it's possible to use the MP5 with 10mm ammo. The actual weapon is not converted into an actual MP5/10 however, as it lacks the bolt release.&lt;br /&gt;
&lt;br /&gt;
As of update 97.4, it's possible to dual wield MP5s. These dual-wielded MP5s lack stocks and it is not possible to attach them.&lt;br /&gt;
[[file:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 left.jpg|thumb|none|600px|MP5A4. Note the odd depiction of the HK fire mode pictograms, There seems to be no safe setting and the semi-auto setting is white like the safe setting instead of being red like the other fire modes. Compare this to the above picture.]]&lt;br /&gt;
[[File:MP5A4 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 left.jpg|thumb|none|600px|MP5A5.]]&lt;br /&gt;
[[Image:MP540.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:Payday2_Cloaker%27sMP540.jpg|thumb|none|600px|The unique MP5/40 wielded by the Cloaker enemy. Didn't help him much... &amp;lt;br&amp;gt; It lacks the bolt release of a true MP5/40.]]&lt;br /&gt;
[[File:Payday2_CloakersMP540_3.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 left.jpg|thumb|none|600px|MP5/10.]]&lt;br /&gt;
[[file:H&amp;amp;K-MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD5 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 left.jpg|thumb|none|600px|MP5SD5.]]&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 left.jpg|thumb|none|600px|MP5SD6.]]&lt;br /&gt;
[[file:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5KA4 - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 left.jpg|thumb|none|600px|MP5KA4.]]&lt;br /&gt;
[[file:MP5A4 PD2 idle.jpg|thumb|none|600px|Holding the MP5A4.]]&lt;br /&gt;
[[file:MP5A5 PD2 Iron sights.jpg|thumb|none|600px|Iron sights of the MP5A5.]]&lt;br /&gt;
[[file:MP5SD6 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5SD6.]]&lt;br /&gt;
[[file:MP5.10 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5/10.]]&lt;br /&gt;
[[file:MP5KA4 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5KA4. Sokol resorts to gently pushing down the bolt instead of going for the ubiquitous slap.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3. This MP5 model is used across several enemy types. It has a Safe/Single/Auto trigger group as opposed to the Safe/Single/Burst/Auto trigger group used by the player available MP5s, making it an A3 model.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 MP5 akimbo holding.jpg|thumb|600px|none|Dallas with his two MP5s.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo aiming.jpg|thumb|600px|none|Aiming the MP5s produces the expected results. Atleast it's better than nothing...?]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading1.jpg|thumb|600px|none|Reloading. Somehow dropping the magazines with both hands full.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading2.jpg|thumb|600px|none|Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc1.jpg|thumb|600px|none|Running with the MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc2.jpg|thumb|600px|none|John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the [http://www.imfdb.org/wiki/The_Matrix#Heckler_.26_Koch_MP5K good ol' days]. Note the lack of an ambi fire-selector, something that would have been very handy when dual-wielding any gun.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Steyr_TMP#Brügger &amp;amp; Thomet MP9|B&amp;amp;T MP9]] appears as the &amp;quot;CMP&amp;quot; and is unlocked at reputation level 19, in reference to the Steyr TMP lookalike in the Nintendo 64 title ''Perfect Dark''. It has an unfortunate niche in the stat rankings where it's not able to muster enough brawn to plug heavier SWAT in single headshots, but isn't quite small enough to pocket for stealth tasks either. What makes it such a hidden gem are the terrific accuracy and stability for its fire rate, which mean that it can put three rounds into a helmet where other SMGs could only place one before jumping off mark. The quick reload, deep ammo pool and agreeable hipfire performance are just further perks.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only crimp is the missing fire selection dial. It'd normally sit near the magazine release in thumb's reach, but this one uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The &amp;quot;Solid Stock&amp;quot; comes standard in the MP9N-A4 model, the 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The last one in the bunch come along only recently in the Butcher's Mod Pack.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off the night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too fast to use over a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with an optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got their shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is. The sidearms carried by FBI Heavy Response Shields didn't have to conform to that change.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN_P90#P90_TR|FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has the highest magazine size of any secondary, but only comes with a total of three mags. If the Long Barrel mod is put on the gun, it will resemble the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|In-game.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:P90 PD2 modified left.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
[[file:P90 PD2 modified right.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that does not get the fire-mode locking mods.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- holding.jpg|thumb|none|600px|The player holds the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- aim.jpg|thumb|none|600px|The player aims the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Thompson M1928. Note how the charging handle isn't locked back when the reload is started, which in reality would make the &amp;quot;L&amp;quot; drum unable to be removed.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1-reloading 2.jpg|thumb|none|600px|The player reloads the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Thompson M1928.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Thompson M1928.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45]] is named the &amp;quot;Swedish K SMG&amp;quot; in game and incorrectly holds 40 rounds in the magazine instead of 36, though it is inaccurate and carries only 80 total rounds. It is available for purchase to anyone who owns the Armored Transport DLC. The in-game weapon is based on the military version of the M/45, as evident by the lack of a fire selector.&lt;br /&gt;
&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- holding.jpg|thumb|none|600px|The player holds the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- aim.jpg|thumb|none|600px|The player aims the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Carl Gustav M/45.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Carl Gustav M/45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2(**)==&lt;br /&gt;
The [[ MP7 | Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;Spec-Ops SMG&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. It comes with its 20-round magazine by default and the Extended Mag mod gives it a 40-round magazine that only holds 32 rounds.&lt;br /&gt;
[[file:MP7A2.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- holding.jpg|thumb|none|600px|The player holds the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- aim.jpg|thumb|none|600px|The player aims the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- mele.jpg|thumb|none|600px|Melee attack of the the MP7A2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Heckler &amp;amp; Koch MP7A2. The player has to pay up in order to extend the stock for some strange reason.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Heckler &amp;amp; Koch MP7A2.]]&lt;br /&gt;
[[file:PD2 MP7A2 reload.jpg|thumb|none|600px|Reloading the MP7A2 with several mods, including it's unique suppressor, extended magazine, laser, and Trijicon sight. The animation has surprisingly remained unchanged unlike most other weapons.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz.61 Skorpion(**)==&lt;br /&gt;
The [[Sa. Vz.61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. Its &amp;quot;Extended Magazine&amp;quot; modification is odd, increasing the magazine size from 20 to 40 rounds despite simply being a second magazine clamped to the side of the one in the gun, somehow it feeds from both at the same time.&lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- holding.jpg|thumb|none|600px|The player holds the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- aim.jpg|thumb|none|600px|The player aims the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- mele.jpg|thumb|none|600px|Melee attack of the Vz.61 Skorpion.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Vz.61 Skorpion. Note the clamped together magazines of the &amp;quot;Extended Magazine&amp;quot; modification.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. &lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes this mistake very obvious.]] &lt;br /&gt;
&lt;br /&gt;
===Intratec AB-10===&lt;br /&gt;
The [[Intratec AB-10]] is used if the TEC-9 is equipped with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 30 rounds instead of 32 and comes equipped with the distinctive &amp;quot;K&amp;quot; foregrip by default.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|400px|IMI Uzi with buttstock collapsed - 9x19mm]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- holding.jpg|thumb|none|600px|The player holds the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- aim.jpg|thumb|none|600px|The player aims the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- mele.jpg|thumb|none|600px|Melee attack of the the Uzi.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the IMI Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the IMI Uzi.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A1(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A1]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling Mk. IV Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- holding.jpg|thumb|none|600px|The player holds the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- aim.jpg|thumb|none|600px|The player aims the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Sterling L2A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 3.jpg|thumb|none|600px|Modified Version of the Sterling L2A1. Note the foregrip based on the E-11 Blasters from [[Star Wars]].]]&lt;br /&gt;
&lt;br /&gt;
===Sterling L34A1(**)===&lt;br /&gt;
The [[Sterling SMG|Sterling L34A1]] is used if the Sterling L2A1 is equipped with the &amp;quot;Suppressed Barrel&amp;quot; modification. Like the Sterling L2A1, it incorrectly holds 20 rounds which can be modified to 30, closer to the correct 34. &lt;br /&gt;
[[file:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|400px|Sterling L34A1 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- holding.jpg|thumb|none|600px|The player holds the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- aim.jpg|thumb|none|600px|The player aims the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Sterling L34A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Sterling L34A1.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the Jacket Character Pack. It holds a correct 32 rounds and has a after-market vertical foregrip in place of the barrel nut.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 holding.jpg|thumb|none|600px|The player holds the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 aim.jpg|thumb|none|600px|The player aims the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 1.jpg|thumb|none|600px|The player reloads the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 2.jpg|thumb|none|600px|The player reloads the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 mele.jpg|thumb|none|600px|Melee attack of the Cobray M11/9.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 1.jpg|thumb|none|600px|Modified Version of the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 2.jpg|thumb|none|600px|Modified Version of the Cobray M11/9.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the Gage Ninja Pack DLC. It's called &amp;quot;Kross Vertex&amp;quot; in-game. It can be modified with a long barrel to make it resemble the Vector CRB, which is the civilian semi-auto only variant. The weapon also has its own unique suppressor. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|KRISS Vector - .45 ACP]]&lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the actual bolt release isn't pressed, instead the surface underneath is.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the Yakuza Character Pack.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Reloading. Note how there is no bullet in the chamber.]]&lt;br /&gt;
[[File:Micro Uzi PD2 left modified.jpg|thumb|none|600px|Modified.]]&lt;br /&gt;
[[File:Micro Uzi PD2 right modified.jpg|thumb|none|600px|Modified.]]&lt;br /&gt;
&lt;br /&gt;
==TsNIITochMash SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is Veresk translated to English. It's notably the only subgun so far that can be dual-wielded. It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats are a copy-and-paste (sans the rate of fire and stability) of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece)&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in russain, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:PD2 SR2 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo reloading.jpg|thumb|600px|none|Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used only by some NPCs, namely the GenSec Elite SWAT and the Murkywater PMC enemies. It is unavailable for player use at the present time.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Payday2_GenSecElites.jpg|thumb|none|600px|The  GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP45 misc.jpg|thumb|600px|none|A dropped UMP45.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines / Assault Rifles / Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
The K23 and [[AKMSU]] count as SMG's in-game, but are actually carbines, therefor their entries will appear here.&lt;br /&gt;
&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKS-74==&lt;br /&gt;
The [[AKS-74|Izhmash AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called AK Rifle and holds 30 rounds. It can become a regular [[AK-74]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|501px|Izhmash AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M4/M4A1_Carbine#M4.2FM4A1_Carbine|Colt M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gasblock. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. As in the first Payday, this weapon is still used by SWAT Snipers, despite there being more appropriate weapon models available, though the FBI Files claims them to be chambered in higher-caliber rounds than the normal weapon. &lt;br /&gt;
&lt;br /&gt;
The CAR-4 has a ridicules amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the CAR resemble a whole host of different real world AR variants.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|Colt M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday has the fire selector set to full-auto instead of safe or some other ungodly location.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a CAR-4 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SalientArmsTier1 AR.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the CAR-4 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual ingame NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with theirs, note the laser.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle still lacks the bolt release of an A3. Oddly, instead of its build-in folding foregrip it has a section of rail added to the hinge and an aftermarket vertical grip attached to said rail.&lt;br /&gt;
Upon launch, the rifle can be seen using a Magpul PMAG, which suggests it was not based entirely on an authentic AUG. After the animation update, however, it gains the AUG's proprietary magazine.&lt;br /&gt;
As of update 61, the Raptor polymer body was added as a mod for the weapon, this mod will give the weapon the appearance of the Thales F90.&lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 is a future replacement for the Australian F88 Austeyr - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:AUG A2 PD2 modified left.jpg|thumb|none|600px|Modified Version. Here the weapon has been modified with the Raptor polymer body, making the weapon resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
[[file:AUG A2 PD2 modified right.jpg|thumb|none|600px|Modified Version.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMS==&lt;br /&gt;
The [[AKMS|Izhmash AKMS]] appears as the AK.762 and is unlocked at reputation level 16.It holds 30 rounds and has less total ammunition than the AKS-74. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Reloading. A round can be seen in the chamber as the charging handle is pulled.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They are the only enemies so far to do so.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36K|Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy, and a deep 240 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this JP is a KV. The proportions are a little off and the barrel is a different length, hinting that it might've been modeled from an airsoft cousin.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops1.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36C|G36C]].&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[M16_rifle_series#Olympic_Arms_K23B|OA K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[M16_rifle_series#CQB-R / Mk. 18 Mod 0|Mk. 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk. 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reload like this (As of update 65, the AMR-16 has received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M14==&lt;br /&gt;
A [[M14|Springfield Armory M14]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode. The weapon can be modified with a JAE 100 G3 stock or a SAGE EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|Springfield Armory M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|500px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO. A real Mk 14 has a 18&amp;quot; barrel as opposed to the 16&amp;quot; one in-game.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading1.jpg|thumb|none|600px|Reloading. Here the weapon has been modified with a SAGE EBR Chassis to resemble a Mk 14 Mod 0 EBR.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading2.jpg|thumb|none|600px|Reloading. Payday 2 could be one of the first games where the bolt release is used to chamber a new round on an M14-type rifle instead of giving the charging handle a pull.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 right.jpg|thumb|none|600px|Modified Version of the M14 DMR in a SAGE EBR Chassis.]]&lt;br /&gt;
[[file:Payday2 M1A Socom variant 2.jpg|thumb|none|600px|Modified Version of the M14 DMR in a JAE 100 G3 stock.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMSU==&lt;br /&gt;
A variant on the [[AKMSU|Izhmash AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a secondary weapon, rather than a primary like the other three Kalashnikov rifles.&lt;br /&gt;
&lt;br /&gt;
As of update 97.4, it's possible to dual wield AKMSUs. These dual-wielded AKMSUs lack stocks and it is not possible to attach any&lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|Izhmash AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:PD2 AKMSU akimbo right.jpg|thumb|600px|none|This is a bad idea.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo holding.jpg|thumb|600px|none|...but Dallas don't care.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo reloading.jpg|thumb|600px|none|Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?]]&lt;br /&gt;
&lt;br /&gt;
==Romanian AIMR==&lt;br /&gt;
Attaching the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the Izhmash AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]] (although the AKMS stock remains the same).&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AIMR.jpg|thumb|none|600px|A presumable AIMR heavily dressed in new furniture with a nice PBS-1 suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5]] family appears as the '''AK5''', all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5B]]. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Cesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;. Decorated here with a yellow laser module and a Lancer L5 magazine.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN_FNC#FN_FNC|FN Herstal FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the FN Ak's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16#M16A4_Rifle|Colt M16A4]] with a short barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|Colt M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. Putting an actual 30 round mag in gun gives it 38 rounds.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Reloading. Pulling the charging handle.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Colt M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Colt M16A4.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG_SG_550#SIG_SG_552|SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It Holds 30 rounds. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown&lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note the empty, translucent magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the magazine is not only full but also has the appropriated amount of ammo in it!]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Reloading. Hitting the bolt release.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SIG 552-2 PD2 modified left.jpg|thumb|none|600px|Modified version. Notice the railed handguard.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN_SCAR#FN_SCAR-H|FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Reloading. For some reason the charging handle doesn't lock back, so instead it's pulled to chamber a new round. In the original animation the bolt release was used instead.]]&lt;br /&gt;
[[File:PD2 SCAR-H misc1.jpg|thumb|600px|none|After receiving some buckshot, a former Murkywater PMC drops his SCAR-H. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR-H misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator. Note that the rail extension is for an AR-15 and not the SCAR platform.]]&lt;br /&gt;
[[File:SCAR-H PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==FN  FAL(**)==&lt;br /&gt;
The [[FN_FAL#FN_FAL|FN FAL]] appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. Notably, the FAL was the first weapon to have its accessories linked to DLC achievements rather than random drops. It notably has a DSA railed upper-receiver.  &lt;br /&gt;
[[File:FN_FAL_50_00.jpg|thumb|none|500px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA upper-receiver.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The FAL can become a [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] with the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|500px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:FalconRifle4.jpg|thumb|none|600px|Version of the FN FAL modified into a DSA SA58 OSW.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Romat===&lt;br /&gt;
Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the FAL allows it to impersonate the [[FN_FAL#IMI_Romat|IMI Romat]] (although the FAL rear sight, DSA upper-receiver, and barrel remain the same). &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL.jpg.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL_2.jpg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS#FAMAS_F1|FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; and is unlocked for purchase by buying the Gage Assault Pack DLC. It incorrectly holds 30 rounds instead of 25.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 1.jpg|thumb|none|600px|I]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- holding.jpg|thumb|none|600px|The player holds the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- aim.jpg|thumb|none|600px|The player aims the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the FAMAS F1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the FAMAS F1.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G1===&lt;br /&gt;
The [[FAMAS#FAMAS_G2|FAMAS G1]] is used if the &amp;quot;G2 Grip&amp;quot; is equipped on the FAMAS F1 (Before Update #37, &amp;quot;G2 Grip&amp;quot; was called &amp;quot;Retro Grip&amp;quot; although the FAMAS G1 is newer model of FAMAS F1). Like the FAMAS F1, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[file:FAMAS F2.jpg|thumb|none|500px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 1.jpg|thumb|none|600px|Modified Version of the FAMAS G1.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 2.jpg|thumb|none|600px|Modified Version of the FAMAS G1.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the Gage Assault Pack DLC. It incorrectly holds 30 rounds instead of 25, a higher than real life ROF, and is shown with an unusable bipod extended&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:Payday2_galil_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galil.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet, even though there was more than one left...]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Reloading. Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
&lt;br /&gt;
===IMI Galil MAR/Galil 7.62 Hybrid===&lt;br /&gt;
A [[Galil#Galil MAR|IMI Galil MAR/Galil 7.62 Hybrid]] is created if the Galil ARM is equipped with the &amp;quot;CQB Foregrip&amp;quot; and &amp;quot;Skeletal Stock&amp;quot; modification. Like the Galil ARM, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil_m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilmar.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galilmar_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===IMI Galil Sniper Rifle===&lt;br /&gt;
The [[Galil#Galil Sniper Rifle|IMI Galil Sniper Rifle]] is used if the Galil ARM is equipped with the &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; modification. Like the Galil ARM, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilsniper.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galilsniper_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; and is available to purchase for owners of the Gage Assault Pack DLC. It holds 20 rounds, has quite a bit of recoil and stopping power. It can be mocked up as a [[PSG-1]] lookalike with the Precision stock, grip, foregrip, and the DMR kit, the latter giving the gun the PSG-like barrel, trigger, and 10 round magazine.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...chambering a round.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3 modified to ''look'' like a PSG-1.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG isn't ambidextrous and it does have a forward assist, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield_L85_rifle_series#L85A2|Enfield L85A2]] was added alongside the ''Clover Character Pack'' as the &amp;quot;Queen's Wrath&amp;quot;.  Notably, it is the only select-fire capable primary (and one of three select-fire guns available in the entire game) that does not get the fire-mode locking mods. By default it holds 30 rounds and has a Grippod vertical grip.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|Enfield L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- holding.jpg|thumb|none|600px|The player holds the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- aim.jpg|thumb|none|600px|The player aims the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- mele.jpg|thumb|none|600px|Melee attack of the L85A2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Enfield L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Enfield L85A2.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the Dragan Character Pack DLC, much like the L85A2 was part of Clover's DLC. It is known internally as the &amp;quot;Lion's Roar&amp;quot;, has a high rate of fire and overall good stats, though it has a long reload time and if unmodified, high recoil.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 holding.jpg|thumb|none|600px|The player holds the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 aim.jpg|thumb|none|600px|The player aims the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 1.jpg|thumb|none|600px|The player reloads the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 2.jpg|thumb|none|600px|The player reloads the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 mele.jpg|thumb|none|600px|Melee attack of the VHS-D2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 1.jpg|thumb|none|600px|Modified Version of the HS Produkt VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 2.jpg|thumb|none|600px|Modified Version of the HS Produkt VHS-D2.]]&lt;br /&gt;
===HS Produkt VHS-K2===&lt;br /&gt;
The Lion's Roar becomes the HS Produkt VHS-K2 when equipped with the &amp;quot;Short Barrel&amp;quot;.&lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==TsNIITochMash AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It can be modified into the [[VSS Vintorez]] if the &amp;quot;Solid Stock&amp;quot; is applied.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:AS val rightside PD2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 reloading1.jpg|thumb|none|600px|Reloading the AS Val. Note the bullets in the magazine]]&lt;br /&gt;
[[File:AS Val PD2 reloding2.jpg|thumb|none|600px|Reloading. Pulling the charging handle]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
&lt;br /&gt;
===SUB-2000 Gen 2===&lt;br /&gt;
Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen2 shape. It seems to be an interpretation of a Red Lion Precision rail combo, but instead of concealing the suppressor inside the rails, a short rail was used as a base for an enormous mystery suppressor.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] was added with the Sydney character pack. It actually goes by two names in-universe. The rifle is called SG416C but Sydney renamed it &amp;quot;Bootleg Rifle&amp;quot; after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It is permanently fitted with a 100-round Beta C-Mag and a Magpul RVG vertical foregrip.&lt;br /&gt;
[[Image:HK416C.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416C carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] &lt;br /&gt;
[[File:PD2 416C right.jpg|thumb|600px|none|Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. ]] &lt;br /&gt;
[[File:PD2 416C holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 416C iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 416C reloading1.jpg|thumb|600px|none|Reloading. Dumping the empty drum...]] &lt;br /&gt;
[[File:PD2 416C reloading2.jpg|thumb|600px|none|...inserting a new one... (Here you can see &amp;quot;SG 416 C&amp;quot; on the mag-well.)]] &lt;br /&gt;
[[File:PD2 416C reloading3.jpg|thumb|600px|none|...and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]] is called the &amp;quot;Reinfeld 880&amp;quot; and is unlocked at reputation level 8, it has synthetic furniture instead of wood and it has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer.&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|500px|Remington Model 870 Field Gun - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge shells...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge shell.]]&lt;br /&gt;
[[File:PD2 M870 cops.jpg|thumb|500px|none|A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.]] &lt;br /&gt;
[[File:PD2 M870 dozer.jpg|thumb|500px|none|The green dozer's 870.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at reputation level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. It is overall similar to its full-sized counterpart, but has slightly higher damage and a higher rate of fire but shorter range and lower accuracy.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash Saiga-12K==&lt;br /&gt;
The [[Saiga 12K|Izhmash Saiga-12K]] appears as the ninth primary weapon, and is shown as being fully-automatic with select fire available. Prior to the Gage Shotgun Pack DLC, it was the only semi-auto shotgun in the game. The model is not an actual Saiga-12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-12 style front trunion (lacking the corresponding rivets however). It is called the &amp;quot;IZHMA 12G&amp;quot; and is unlocked at reputation level 26 and holds 7 shells. It is notably used by a Bulldozer variant called the &amp;quot;Killdozer&amp;quot; that wears black armor. His model of Saiga-12K uniquely has an unobtainable black solid stock, and before it was removed in a patch, a drum magazine. The Saiga-12K is also used by the FBI informant that sold out the gang in the Hoxton Revenge heist, if the informant's panic room is opened after the heist has gone loud.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Izhmash Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga-12K, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard keeping the optic stable.]]&lt;br /&gt;
[[File:PD2 Saiga dozer.jpg|thumb|500px|none|The black dozers step up their shotgun game with a Saiga-12K.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at reputation level 39. Obviously it only holds two shells but is one of the most powerful weapons in the game. It has only two modifications, &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special,&amp;quot; both of which saw down the barrels and stock respectively&lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun holding.jpg|thumb|none|600px|The player holds the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun aim.jpg|thumb|none|600px|The player aims the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 1.jpg|thumb|none|600px|The player reloads the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 2.jpg|thumb|none|600px|The player reloads the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun mele.jpg|thumb|none|600px|Melee attack of the Double Barreled Shotgun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 double barrel variant 1.jpg|thumb|none|600px|Modified Version of the Double Barreled Shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===Sawn-Off Double Barreled Shotgun===&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun|Sawed Off Shotgun]] is used when the Mosconi 12G is modified. The &amp;quot;Road Warrior&amp;quot; barrel saws the barrels down, while the [[The_Wire_-_Season_1#Unknown_Double_Barrel_Shotgun|&amp;quot;Gangsta Special&amp;quot;]] saws off the stock.&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun holding.jpg|thumb|none|600px|The player holds the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun aim.jpg|thumb|none|600px|The player aims the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 1.jpg|thumb|none|600px|The player reloads the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 2.jpg|thumb|none|600px|The player reloads the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun mele.jpg|thumb|none|600px|Melee attack of the Sawn-Off Shotgun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sawed off variant 1.jpg|thumb|none|600px|Sawn-Off Shotgun with stock untouched.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as a new gun added in the Crimefest update (10/26/2014) and is called the Predator 12G. It correctly fires in semi auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds an incorrect 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2_SPAS12.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:Payday2_SPAS12_2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After doing so, Dallas flips over the SPAS-12 and racks the charging handle, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta S3/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced with the Bonnie Character Update in March 13th appears to be a hybrid of the Beretta S3 O/U and CZ Redhead Deluxe O/U. Named the &amp;quot;Joceline O/U 12G&amp;quot; in-game.&lt;br /&gt;
[[File:Beretta Side Lock Model S3.jpg|thumb|none|500px|Beretta S3 O/U - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading1.jpg|thumb|none|600px|Reloading. Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading. Note the unstuck primers.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Reloading. Two shells, one hand.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified left.jpg|thumb|none|600px|Modified version. The barrels has been sawed-off...]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified right.jpg|thumb|none|600px|..and a fancy shell holder has been put on the stock.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. First introduced in the Death Wish Update in the hands of some GenSec Elite SWATs, though with a fixed stock. A player-usable version was finally added in the Gage Shotgun Pack DLC. It holds 8 shells in the tube by default (as opposed to its real life counterpart's 7).&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- holding.jpg|thumb|none|600px|The player holds the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- aim.jpg|thumb|none|600px|The player aims the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Benelli M4.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Benelli M4 Super 90.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Tactical===&lt;br /&gt;
The Benelli M4 Tactical is used if the M1014 is equipped with the &amp;quot;Solid Stock&amp;quot;&lt;br /&gt;
[[File:M4 Tactical.jpg|thumb|none|500px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 NFA===&lt;br /&gt;
The Benelli M4 NFA is used when the M1014 is equipped with the &amp;quot;Short Barrel&amp;quot;.&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 NFA Tactical===&lt;br /&gt;
The Benelli M4 NFA Tactical is used if the M1014 is equipped with the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot;&lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Notably it is one of the most concealable shotguns in the game and has the highest capacity of any of them. Holds 14 shells and was added in the Gage Shotgun Pack DLC.&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:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
&lt;br /&gt;
==Sentinel Arms Striker-12(**)==&lt;br /&gt;
The humble fixed-drum [[Armsel Striker and variants#Examples of the Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. In Overkill's usual fashion, it's a mix of all of the different versions mooshed together in a highly educated, equal measure. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|Cobray Street Sweeper - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance level of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms magazine's spring-loaded thumb tab actually used to advance the drum during reloads. The big tube on the end is an exclusive integral suppressor to further drive the gun into fantasy land.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12 CQB(**)==&lt;br /&gt;
Added with the release of The Butcher's BBQ Pack was an [[AA-12|MPS AA-12 CQB]] as evident by its short barrel, known internally as the &amp;quot;Steakout 12G&amp;quot;. Comes default with a 8-round box magazine and an entirely fictional semi/auto selective fire capability as all extant AA-12 models are capable of fully automatic fire only. Its in-game rate of fire of 300 matches that of the real weapon.&lt;br /&gt;
Optional enhancements includes a 20-round drum, a long barrel, and custom integral suppressor. When any optics are mounted it gains a railed mount with a useless shell rack on the left side, replacing the whole rear sight.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|The MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:2015-04-22 00009.jpg|thumb|none|600px|In-game preview of the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00010.jpg|thumb|none|600px|Player holding the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00011.jpg|thumb|none|600px|Stock ironsights of the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00013.jpg|thumb|none|600px|Player reloading the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00023.jpg|thumb|none|600px|Melee attack of the AA-12 CQB.]]&lt;br /&gt;
&lt;br /&gt;
===MPS AA-12===&lt;br /&gt;
The &amp;quot;Steakout 12G&amp;quot; becomes a regular AA-12 when fitted with the &amp;quot;Long Barrel&amp;quot; modification.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:2015-04-22 00018.jpg|thumb|none|600px|In-game preview of the the now regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the Goat Simulator DLC (where do they get these ideas?) a full-size [[Ithaca 37]] was added, oddly as a secondary weapon. Called GSPS 12G in-game. It incorrectly holds 7 rounds in the standard 4-round tube magazine.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 riot version - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca with the Riot barrel and Riot grip. The grip isn't actually an riot configuration but rather just a sawed-off variant.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[http://www.imfdb.org/wiki/No_country_for_old_men#Remington_11-87 No Ithaca for old men.]]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gage Weapon Pack #02&amp;quot; downloadable content pack introduced three light machine guns to the players' arsenal. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and The &amp;quot;Crimefest 2015&amp;quot; introduced the Ksp 58. The weapons can only be hip-fired and are very inaccurate. The bipods cannot be unfolded without the Lion Bipod attachment, introduced during CrimeFest 2015, which greatly stabilizes the weapon but immobilizes the player and restricts their field of fire to a roughly ninety-degree arc.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMG's in game, the MG42 and FN M240 are actually GPMG (General Purpose Machine Guns)&lt;br /&gt;
&lt;br /&gt;
==Izhmash RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK modified right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249 Para]] appears as the &amp;quot;KSP&amp;quot; and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|FN M249 SAW Paratrooper version with 200-round ammo drum  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommend.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his M249. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
[[File:PD2 M249 dozer.jpg|thumb|500px|none|A skull dozer ready to tear up some heisters with his M249.]] &lt;br /&gt;
===FN M249-E2 SAW===&lt;br /&gt;
The &amp;quot;Soild Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; attachments can make a M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|]] &lt;br /&gt;
===FN Mk 46 Mod 0===&lt;br /&gt;
The &amp;quot;Railed Foregrip&amp;quot; and &amp;quot;Soild Stock&amp;quot; attachments can make a M249 Para that resembles the [[FN_Minimi#Mk 46 Mod 0|Mk 46 Mod 0]], though the M249 keeps its STANAG mag well.&lt;br /&gt;
[[file:Mk46.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style rear-sight rather than the 21E's real rear sight. It has a front grip that's tilted to the left in order to making it easier to hold. &lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and has the highest rate of fire of the LMGs.&lt;br /&gt;
[[file:MG42 Left.jpg|thumb|500px|none|MG 42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|The player holds the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- aim.jpg|thumb|none|600px|The player aims the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- mele.jpg|thumb|none|600px|Melee attack of the MG 42.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 1.jpg|thumb|none|600px|Modified version of the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 2.jpg|thumb|none|600px|Modified version of the MG 42 with a barrel based on the DLT-19 Heavy Blaster Rifle from [[Star Wars]], with was actually made from a [[MG34]].]]&lt;br /&gt;
&lt;br /&gt;
==FN M240==&lt;br /&gt;
Although it's called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;Crimefest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|FN M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|Carl Gustaf Ksp 58 B  - 7.62x51mm NATO. For comparison]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The &amp;quot;Ksp 58&amp;quot;.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new ammo box.]]&lt;br /&gt;
[[File:PD2 M240 modified left.jpg|thumb|600px|none|Modified version with a short barrel, bipod, plastic Stock and...]]&lt;br /&gt;
[[File:PD2 M240 modified right.jpg|thumb|600px|none|...an AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' Downloadable Content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a .45 degree off-set iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the Point Break heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
==Remington MSR==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at reputation level 15. It is featured either with a default and non-standard wooden body or the optional and proper aluminium alloy body. It uses a 10 round magazine. &lt;br /&gt;
[[File:RemingtonMSR.jpg|thumb|none|500px|Remington MSR - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right.jpg|thumb|none|600px|Tactical Aluminium Alloy body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left.jpg|thumb|none|600px|Tactical Aluminium Alloy body.]]&lt;br /&gt;
[[File:Remington MSR PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt. Here the weapon has been modified with its own unique suppressor. The Suppressor is actually based of the MSR's real world equivalent]]&lt;br /&gt;
[[File:Remington MSR PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine. Note the backup iron sights.]]&lt;br /&gt;
[[File:PD2 MSR reloading2.5.jpg|thumb|none|600px|Reloading. The new magazine is inserted and the bolt is cycled to chamber the round. Notice the actual bullet in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 LRS2==&lt;br /&gt;
The [[Blaser R93|Blaser R93 LRS2 Precision Sniper Rifle]] appears as the &amp;quot;R93&amp;quot; and is unlocked at reputation level 35. It is featured either with a default polymer or optional wooden body. It uses a 6-round magazine (one more than it holds real life). &lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 LRS2 Precision Sniper Rifle - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_R93_Right.jpg|thumb|none|600px|Standard body.]]&lt;br /&gt;
[[File:Payday_2_R93_Left.jpg|thumb|none|600px|Standard body.]]&lt;br /&gt;
[[File:Payday_2_R93_Right_wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_R93_Left_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:R93 PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:R93 PD2 reloading1.jpg|thumb|none|600px|Reloading. How the top most bullet stays in place is a mystery.]]&lt;br /&gt;
[[File:R93 PD2 reloading2.jpg|thumb|none|600px|Reloading. The new magazine is in and a round is chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at reputation level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the second most powerful one so far, having an astounding damage stat of '''2880''', second only to the RPG-7 included with the OVERKILL Pack, which deals a solid 10000 damage per shot.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 scope rectile.jpg|thumb|600px|none|The rectile of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the rectile shape or color on this scope.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:PD2 M95 right modified.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 left modified.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M1907 Carbine]] is seen as the &amp;quot;Mosin-Nagant&amp;quot; and is part of the Gage Historical Pack DLC. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70.&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon!]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|The Mosin Nagant can be modified with a M38 carbine length barrel...]] &lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|...and a full length M91/30 one.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] was added with the Gage Ninja Pack DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot;. The actual WA 2000 is chambered in .300 Winchester or 7.5x55mm Swiss, so the .308 in the name wrongly suggest the weapon is chambered in .308. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:WA2000 PD2 rightside.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:WA2000 PD2 idle.jpg|thumb|none|600px|The WA 2000 in game.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant it can use, and starts out with, iron sights. It can be modified with a long barrel, suppressed barrel, and a unique magnified scope. However, it can not be customized with modern modifications like lasers and sights besides the one unique to it.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:2015-05-08 00013.jpg|thumb|none|600px|Right side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-08 00014.jpg|thumb|none|600px|Left side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-07 00059.jpg|thumb|none|600px|The Winchester Model 1873 in-game.]]&lt;br /&gt;
[[File:2015-05-07 00061.jpg|thumb|none|600px|Iron-sights.]]&lt;br /&gt;
[[File:2015-05-07 00062.jpg|thumb|none|600px|Loading a round in.]]&lt;br /&gt;
[[File:2015-05-07 00063.jpg|thumb|none|600px|Cocking the lever.]]&lt;br /&gt;
[[File:2015-05-07 00065.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
[[File:2015-05-09 00031.jpg|thumb|none|600px|A modified Winchester Model 1873]]&lt;br /&gt;
[[File:2015-05-09 00032.jpg|thumb|none|600px|Another modified Winchester Model 1873]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] was added along for free with the character Bodhi from the [http://www.imfdb.org/wiki/Point_Break_%282015%29 Point Break remake]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. &lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty!]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC (unlike the first game that had it by default) It's called GL40 in-game, same as the first Payday. It is possible to hurt or kill ones own team members with it so it pays to be careful when using it. Additionally, the grenades have no arming distance and can be shoot out of the air by gunfire from police. This can be especially dangerous as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt.&lt;br /&gt;
&lt;br /&gt;
All the grenade launchers deal the same damage, 340.&lt;br /&gt;
&lt;br /&gt;
The front leaf sight on the M79 model acts as an in-built gadget, and pressing the enable gadget key (default &amp;quot;G&amp;quot;), allows the player to fire grenades at a much higher arc than usual.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock.&lt;br /&gt;
[[Image: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;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|Reloading the Mk 1L can take as long as 15 seconds(!) if the user has gone through the whole cylinder. This is because each fired grenade is pulled out and subsequently replaced with a new one. Here a new grenade is loaded.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Reloading. Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 10000, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it's hit by enemy fire, something that happens a lot on more intense heists. &lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 mele.jpg|thumb|none|600px|Melee attack]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 variant 1.jpg|thumb|none|600px|The only modifications the RPG can accept are sights.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). Like the RPG, it's a secondary weapon.&lt;br /&gt;
[[Image:EX-41 ''CHINA LAKE LAUNCHER''.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 could originally only be used with the right Technician skills. As of Update 100, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. They can also be upgraded to leave a wake of fire upon detonation. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives, these are treated as mission items rather that deployable equipment&lt;br /&gt;
[[File:Payday2 C4.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
[[File:Payday2 c4 1.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers at times. The Commissar in Hotline Miami also uses one when fought. The same model is also used for the flash bangs that law enforcers love to use all too frequently. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|M18 smoke grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is only usable by players with the first Gage Weapon Pack DLC, unless they buy the Grenade Case for their team during a heist. Grenades have a fairly wide blast radius that can go through walls, and they will stun enemies that aren't killed outright. Players can carry up to three and should be careful, as they can easily cause civilian kills or friendly fire if handled improperly. Notably, it's possible for enemies to shoot the grenades in mid-air, causing immediate detonation. All grenades are shown with the red Overkill bomb logo painted on the side.&lt;br /&gt;
&lt;br /&gt;
Update 100 added another version of the grenade called the &amp;quot;HEF Grenade&amp;quot; that can be used by any player following the Steam group for Payday 2, and have identical stats to the DLC grenades. These grenades are visually distinct, having a black body with a yellow stripe and text, and a red Overkill bomb attached to the pin&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:Payday2 granat.jpg|thumb|none|600px|M67 hand grenade in game. Note the Overkill logo.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added to the game in the Gage Historical Pack, and is referred to in game as the &amp;quot;Potato Masher&amp;quot;. Unlike the M67, it is not used as a thrown explosive, but rather as a melee weapon, similar to the Demoman from ''[[Team Fortress 2]]''. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:pd2-stick-grenade.jpg|thumb|none|600px|Model 24 Stielhandgranate, called the &amp;quot;Potato Masher&amp;quot; in game.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[GE_M134_Minigun#Hand_Held_M134_Minigun|Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest rate-of-fire of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, having the weapon equipped results in a movement speed penalty. As usual in video games and films, the weapon appears to have no power source.&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: 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:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun holding.jpg|thumb|none|600px|The player holds the Hand Held Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun aim.jpg|thumb|none|600px|The player aims the Hand Held Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun mele.jpg|thumb|none|600px|Melee attack of the Hand Held Minigun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 1.jpg|thumb|none|600px|Modified Version of the Hand Held M134 Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 2.jpg|thumb|none|600px|Modified Version of the Hand Held M134 Minigun.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5K|Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|Sentry Gun in game.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Payday (disambiguation)]]&lt;br /&gt;
&lt;br /&gt;
[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Payday 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1029173</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1029173"/>
		<updated>2016-06-03T18:51:27Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2.&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Payday 2''' is the sequel to [[Payday: The Heist]]. As with the first game, players may join up to three others in a spree of robberies and other heists to earn money. Payday 2 noticeably features many changes from the first game, among other things the new skill tree. Each of the five trees (the '''Mastermind''', '''Enforcer''', '''Technician''', '''Ghost''', and '''Fugitive''') focuses on differing specializations, though unlike the first game do not grant new weapons for level ups (aside from special examples like the portable saw). Weapons are instead unlocked to purchase by leveling up, which now is done with experience points instead of money. Money is used to buy new weapons, modifications, and masks, though it is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and addons.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 steam group. Entries marked with (**) are DLC (downloadable content) weapons.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
&lt;br /&gt;
The game operates with the heister moving in with 2 weapons, and 2 weapons only. A primary and a secondary. Primaries consist of assault and battle rifles, shotguns, sniper rifles, machine guns, and dual-wielded weapons. Secondaries consist of pistols, machine pistols, and bizarrely, a few chopped down variants of some shotguns and assault rifles. Players can take ammo from enemies, but not weapons, ala [[SWAT 4]] and other such tactical shooters.&lt;br /&gt;
&lt;br /&gt;
Each weapon has its own customization options, though some like the Glock 17 barely have any and others like the M4A1 may have much more than others. In addition to shared items like suppressors, weapons also have their own sets of unique addons, such as extended magazines or different finishes or grips. Mods can be removed from these weapons for no charge, and the mod in question will not be lost, merely returned to the player's inventory. However, re-adding it will again require money, with the exception of certain items that have no cost to add&lt;br /&gt;
&lt;br /&gt;
In addition to this, the Gage Weapon Pack #01 DLC introduced select-fire to weapons, and DLC owners unlock access to special addons that enable locking a weapon permanently in one fire mode, along with frag grenades. The later Gage Weapon Pack #02 DLC introduced machine guns and knives to the game. Owners of the Gage Mod Courier DLC are able to unlock a special set of free modifications that are otherwise unobtainable. As a bonus, the pack also comes with extra reticles and colors for all sights, though players without the DLC will still be able to use all the colors and a few of the new reticles. In addition, every weapon DLC pack since (and a few heist DLCs) have had even more new guns and melee weapons, and some lock weapon addons to specific achievements rather than random drops. The Gage Sniper Pack introduced armor-piercing sniper rifles to the game. Finally, a noteworthy addition from the Gage Shotgun Pack DLC is the option to use different shell types for any of the game's shotguns. All firearms in Payday 2 are capable of performing a &amp;quot;tactical reload&amp;quot; (i.e. reload when the magazine isn't emptied) in addition to the &amp;quot;dry&amp;quot; animation, though as is common with most contemporary non-tactical shooters, none of them retain the round currently in battery, meaning there is no &amp;quot;one round in the chamber&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As a final addition, the October 22, 2014 patch introduced akimbo weapons, which are wielded as primary weapons but are mostly identical to their single-wielded versions (aside to obvious penalties to their accuracy and recoil control). This list of weapons has expanded over time to include seven sets of pistols and three sets of sub-machine guns. Formerly, only players that had the Hitman perk deck or the Akimbo skill were able to use these weapons, though as of Update 100 (June 2, 2016) any player may use them without any skill investment at all&lt;br /&gt;
&lt;br /&gt;
As of Update #65 (The first person animation update) All base game guns (except for the Taurus Raging Bull aka Bronco .44) and some DLC weapons have received new first person animations, most notably new reloading animations. Also with this update magazines now actually have fully modeled bullets in them, on top of that, it's is possible to see the bullets in the transparent magazines of weapons such as the JP36 (G36K), Commando 553 (SG 552-2), Kobus 90 (P90) etc.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The first weapon the new players can use (alongside the Colt Model 733) is a [[Glock 17]]. It is given to the player for free as soon as they start the game. It goes by the name Chimano 88 in-game (the 88 possibly being a reference to Pistol 88, the Swedish army's designation for the Glock 17, which is their service weapon) In the early days of Payday 2, it could only use one of three suppressors, though additional mods compatible with it has since been added. The mod selection for the Glock 17 is strangely limited. It can't, for example, use the extended magazine the Glock 18 and 22 can use for whatever reason.&lt;br /&gt;
&lt;br /&gt;
It has damage and accuracy stats very slightly below most 9mm pistols in the game but it boasts a huge ammo pool and top notch concealment. The pistol has a 17 round magazine capacity which would be correct if it weren't for the extended base plate that ''should'' add two more rounds, but it doesn't. &lt;br /&gt;
It is one of seven pistols that can be dual-wielded.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note extended +2 magazine base plate that's not factored into the weapons capacity. Also note that the pistol doesn't have any markings whatsoever on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the dry mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached flashlight, they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17, neither they ever use the flashlight.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] is unlocked at reputation level 2, and is much more customizable than the starting Glock 17. It is named the &amp;quot;Crosskill&amp;quot; as it was in the first game and has an incorrect 10-round magazine instead of 7 or 8 as in reality, it's Extended Mag modification gives it the model of a Kimber 10-round magazine but it holds 16 rounds. It is one of the seven pistols that can be dual-wielded. It is also seen in the background in several menus.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine that has bullets textured inside in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Springfield Armory 1911 Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Springfield Armory 1911 Lightweight Operator.]]&lt;br /&gt;
'''Springfield Armory 1911 Lightweight Operator Akimbo'''&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the Akimbo Lightweight Operators.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Akimbo Lightweight Operators.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo Lightweight Operators.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The LO on a loading screen.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot; and is unlocked at reputation level 6, and has an incorrect 14-round capacity instead of 15. Presently, it is one of the seven pistols that can be dual-wielded. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 2.jpg|thumb|none|600px|Note that for some reason it's modeled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- holding.jpg|thumb|none|600px|The player holds Akimbo 92FS Centurions.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Akimbo 92FS Centurions.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo 92FS Centurions.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, again known as the &amp;quot;Bronco .44&amp;quot; but now featuring its full-length barrel by default. It holds 6 rounds and is unlocked at reputation level 6, and is massively powerful. As of Update 13, street cops can use this devastating weapon. It is also notably used by the female FBI Agent enemies in the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. The hammer is always shown cocked after every shot despite none of the characters ever cocking the hammer.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- holding.jpg|thumb|none|600px|The player holds the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- aim.jpg|thumb|none|600px|The player aims the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 2.jpg|thumb|none|600px|The player somehow reloads all six rounds at the same time without using a speed-loader.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Taurus Raging Bull.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Taurus Raging Bull.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at reputation level 29 and, as in the first game, is known as the &amp;quot;STRYK 18c.&amp;quot; It still features a high rate of fire, decent damage, and low accuracy. It comes with a slightly incorrect 20-round magazine (actually 19), and a tan frame and slide.  Notably, it is one of 3 select-fire capable guns in the game that does not get the fire-mode locking mods.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Glock 18C. Note large cut-out in the slide for the ported barrel, denoting this as a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Glock 18C.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert_Eagle#Desert_Eagle_Mark_XIX|IMI Desert Eagle Mark XIX]] goes by the everlasting nickname Deagle in-game. It holds an incorrect 10 rounds in its 7-round magazine. While it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. &lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if you take a close look at the back end of it.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. There must be some malfunction with the slide release as the slide doesn't lock back once the gun is dry.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. Note that the can at the end of the barrel is a makeshift oil filter suppressor.]]&lt;br /&gt;
===IMI Desert Eagle Mark XIX Akimbo===&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- holding.jpg|thumb|none|600px|The player holds Akimbo Desert Eagles.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Akimbo Desert Eagles.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the Interceptor .45 and is automatically unlocked for purchase by joining the official Payday Steam Group. It's quite powerful and uses a 13-round magazine (one more than it holds in real life for the .45 ACP version). It is one of seven pistols that can be dual-wielded (along with all variants below). It is incorrectly shown fitted with a Heckler &amp;amp; Koch Jet-Funnel mag-well extension and extended magazines that were only designed for and fit the 9mm and .40 S&amp;amp;W versions of the USP. &lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|note Jet-Funnel mag-well extension]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a blink away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The UPS Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] appears as a new gun added in the Election Day update (3/20/2014) and is named the &amp;quot;Chimano Custom&amp;quot;, with the website render marking it as a .40 S&amp;amp;W model. It has a default magazine of 16 rounds (actually 15 in real life or 17 with the +2 base-plate shown in-game) and can be modified in most of the same ways as the Glock 18C. It has a unique red fiber-optic front sight, a flared magazine well, and an OD green frame. The Custom becomes a Glock 35 if equipped with the &amp;quot;Long Slide&amp;quot; modification. This is one of the seven pistols that can be dual-wielded&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the the Custom Glock 22C. Note the slide cut-outs for the ported barrel, denoting this as a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Custom Glock 22C.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest release parade (October 22nd 2014), ''[[John Wick]]'' himself jumped aboard and brought his trusted [[Glock 26]] along for the ride. Called the '''Chimano Compact''', it tries to fill the same &amp;quot;high-capacity 9x19mm&amp;quot; role as the Beretta 92. It can stand up to it in terms of damage output and has a trivial recoil advantage, but otherwise lags a little behind on all fronts, especially so with the &amp;quot;high-capacity&amp;quot; bit. Unlocked at level 36, the $605,000 price tag is a little hard to swallow for what it is. It's also the first of the seven pistols which have separate akimbo variants classed as primary weapons.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied Glock 26. Overkill correctly set it to carry 10 rounds at a time, but didn't account for the potential extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch stealth rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was devised at an in-house &amp;quot;Chimano Custom Shop&amp;quot; instead. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the cute US flag on the upgraded slide.]]&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK(**)==&lt;br /&gt;
The [[Walther_PP_Pistol_Series#Walther_PPK|Walther PPK]] is available for purchase with the Armored Transport DLC and is known as the &amp;quot;Gruber Kurz&amp;quot; pistol. It is fairly weak but easy to conceal and incorrectly holds 14 rounds instead of 6 (.380 ACP) or 7 (.32 ACP) rounds. It was the first handgun in the game to be able to use a laser without needing anything in the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Reloading. Racking the slide.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Walther PPK.]]&lt;br /&gt;
&lt;br /&gt;
===Walther PP===&lt;br /&gt;
Modifying a Walther PPK with the &amp;quot;Long Slide&amp;quot; turns it into a [[Walther_PP_Pistol_Series#Walther_PP|Walther PP]].&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- holding.jpg|thumb|none|600px|The player holds the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- aim.jpg|thumb|none|600px|The player aims the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 1.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Walther PP.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 1.jpg|thumb|none|600px|A Walther PP with red dot sight and suppressor.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 2.jpg|thumb|none|600px|A Walther PP with red dot sight, tactical light, and IPSC compensator.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the Signature .40 and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. In-game it does the same amount of damage as the Crosskill (Springfield Armory 1911 Lightweight Operator), but most, if not all, of its stats are better compared to the Crosskill. By default, the P226 holds 12 rounds (one less than the real .40 version) and its extended magazine unusually has no concealment penalty (unlike those for most weapons)&lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magzine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as a Crimefest community milestone reward, for having 1 million members in the Payday 2 Steam group. It shoots the .410 Bore and holds 5 shells, and is classed by the game as a shotgun, so handgun skills have no effects on it. It is depicted as being ridiculously power, even more so than most of the 12 gauge shotguns, despite it's .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 1.jpg|thumb|none|600px|Note that the shells are too long and clip through the front of the gun.]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- holding.jpg|thumb|none|600px|The player holds the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- aim.jpg|thumb|none|600px|The player aims the Taurus 4510PLYFS. The hole on the hammer is in fact the keyhole of Taurus' patented Revolver Security System.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Taurus 4510PLYFS.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Taurus 4510PLYFS.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 &amp;quot;Broomhandle&amp;quot;]] appears as the &amp;quot;Broomstick&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It has rather high damage, but is hindered by its 10 round magazine.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1 holding.jpg|thumb|none|600px|The player holds the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 aim.jpg|thumb|none|600px|The player aims the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1-mele.jpg|thumb|none|600px|Pistol whipping with the Mauser C96.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mauser C96. Not the barrel of the DL-44 Heavy Blaster Pistol from ''[[Star Wars]]''.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mauser C96.]]&lt;br /&gt;
&lt;br /&gt;
===Mauser C96 carbine \ Mauser C96 &amp;quot;Broomhandle&amp;quot; Hybrid===&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 carbine]] appears if the &amp;quot;Broomstick&amp;quot; is modified with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot;.&lt;br /&gt;
[[file:C96carbine.jpg|thumb|350px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- holding.jpg|thumb|none|600px|The player holds the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- aim.jpg|thumb|none|600px|The player aims the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- mele.jpg|thumb|none|600px|Melee attack of the Mauser C96 carbine.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mauser C96 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot; as part of the Butcher DLC along with the VHS-D2 rifle. Initially a Croatian design (as the HS2000), it has an 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel -.45 ACP]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM holding.jpg|thumb|none|600px|The player holds the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM aim.jpg|thumb|none|600px|The player aims the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 1.jpg|thumb|none|600px|The player reloads the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 2.jpg|thumb|none|600px|The player reloads the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM mele.jpg|thumb|none|600px|Pistol whipping with the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 1.jpg|thumb|none|600px|Modified Version of the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 2.jpg|thumb|none|600px|Modified Version of the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army(**)==&lt;br /&gt;
A [[Single Action Army]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot; and is part of the Butcher's Western Pack DLC. By default it is the 7.5&amp;quot; &amp;quot;Cavalry&amp;quot; model, but the &amp;quot;Shootout Barrel&amp;quot; and &amp;quot;Precision Barrel&amp;quot; modifications turn it into the 5.5&amp;quot; &amp;quot;Artillery&amp;quot; and 12&amp;quot; &amp;quot;Buntline Special&amp;quot; models respectively. When firing the weapon, the player character will fan the hammer. The Single Action Army cannot be modified with other modifications, limited only to the two barrels stated above, a stock, and a pistol grip modification.&lt;br /&gt;
&lt;br /&gt;
The in-game revolver operates in strange and bizarre ways not seen on the real Single Action Army. The weapon is absurdly powerful for an antique revolver of this caliber, massively dwarfing the Bronco .44 and Deagle in stopping power despite both of them faring the other way around in reality. The extractor rod on the Peacemaker is also never used to remove spent cartridges, the player character simply opens the loading gate and puts in fresh rounds, the fired casings falling out on their own.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|350px|thumb|none|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model. - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00006.jpg|600px|thumb|none|Right side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00007.jpg|600px|thumb|none|Left side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00027.jpg|600px|thumb|none|Drawing the Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00029.jpg|600px|thumb|none|&amp;quot;Cavalry&amp;quot; Single Action Army in idle]]&lt;br /&gt;
[[File:2015-05-07 00031.jpg|600px|thumb|none|Iron sights]]&lt;br /&gt;
[[File:2015-05-07 00033.jpg|600px|thumb|none|Opening the loading gate]]&lt;br /&gt;
[[File:2015-05-07 00036.jpg|600px|thumb|none|Loading a round in, note how the player character never seem to remove the spent cartridges with the extractor rod, they just pop out of the chamber on their own and fresh bullets are then loaded. Also note the hammer in fully cocked a.k.a. &amp;quot;ready-to-fire&amp;quot; position, which is not a very safe thing considering the activity in question.]]&lt;br /&gt;
[[File:2015-05-07 00038.jpg|600px|thumb|none|Snapping the loading gate closed, yeah I winced too.]]&lt;br /&gt;
[[File:2015-05-07 00054.jpg|600px|thumb|none|Pistol whipping with the Single Action Army]]&lt;br /&gt;
[[File:2015-05-09 00030.jpg|600px|thumb|none|A Modified &amp;quot;Cavalry&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|350px|thumb|none|Single Action Army with 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips - .45 Long Colt]]&lt;br /&gt;
[[File:PAYDAY2SingleActionArmyArtilleryPreview.jpeg|600px|thumb|none|Right side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00010.jpg|600px|thumb|none|Left side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00057.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00058.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00024.jpg|600px|thumb|none|A Modified &amp;quot;Artillery&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00011.jpg|600px|thumb|none|Right side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00012.jpg|600px|thumb|none|Left side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00066.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00067.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00023.jpg|600px|thumb|none|A Modified &amp;quot;Buntline Special&amp;quot; Single Action Army]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba Autorevolver|Mateba 2006M]] was added into the game with the Alesso Heist DLC. It's called &amp;quot;Matever .357&amp;quot; in game, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell Stand Alone Complex]].  It's chambered in .357 Magnum and holds a correct 6 rounds.&lt;br /&gt;
[[File:Mateba 2006.jpg|thumb|360px|none|Mateba 2006M - .357 Magnum]]&lt;br /&gt;
[[File:Mateba 2006M PD2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Mateba 2006M ingame PD2.jpg|thumb|none|600px|The Player holding the Mateba 2006M]]&lt;br /&gt;
[[File:Mateba 2006M reload PD2.jpg|thumb|none|600px|Reloading the Mateba. Notice the unusual cylinder placement of the 2006M]]&lt;br /&gt;
&lt;br /&gt;
==IWI Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|IWI Jericho 941 PL]] was be added in the Point Break heists DLC. It's called &amp;quot;Baby Deagle&amp;quot; in game, referencing Magnum Research marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;. The weapon has the ejection port marked as 9x19 (9 Parabellum), however it has a magazine capacity of 12 rounds, indicating a .40 caliber variant. The standard 9mm variant has a capacity of 15 rounds. Additionally, the Jericho has the silver guide rod of the 941's chambered in .41 AE, if the intention was to have the Jericho chambered in that caliber, it would explain its whooping 150 damage per shot, very close to the Desert Eagle in game. &lt;br /&gt;
The PL can be modified with the &amp;quot;Spike kit&amp;quot; which makes it resemble the older steel framed [[Jericho 941|Jericho 941 F]], on top of that it can be modified with the &amp;quot;Spike grip&amp;quot; which gives it a very similar appearance as the Jericho 941 R used by Spike Spiegel in [[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]&lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 PL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his 941 in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|The Jericho 941 PL seen in the Point Break heist trailer, note the threaded extended barrel. It is notably a model with a decocker lever, Bohdi is shown decocking the pistol before holstering it in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|The new character Bohdi about to flick the decocker.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The 941 modified into a [[Jericho 941 F]] with the &amp;quot;Spike kit&amp;quot;]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc1.1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc1.2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A Non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike grip&amp;quot; to the former will make it look like Spike Spiegel's 941 R from Cowboy bebop. It is not the exact model as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc2.1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc2.2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol is another weapon added for free with the Hardcore Henry Packs DLC and is called the &amp;quot;White Streak Pistol&amp;quot; ingame. It is incorrectly depicted with a 12-round magazine capacity instead the real life 15-round capacity, even with its &amp;quot;Extended Magazine&amp;quot; mod it only brings it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available), the capacity and high damage show that its stats are a copy-and-paste of the Jericho 941 RPL's stats.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets, classic...]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]], a cheap Double Eagle airsoft one at that, and is unlocked at reputation level 2. It holds an incorrect magazine size of 40 rounds in a short 16-round magazine.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|350px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- holding.jpg|thumb|none|600px|The player holds the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- aim.jpg|thumb|none|600px|The player aims the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- mele.jpg|thumb|none|600px|Melee attack of the MAC-11.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Ingram MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Ingram MAC-11. This is its stock magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from Payday: The Heist, again known as the &amp;quot;Compact-5&amp;quot; and still in use by some SWAT units. It is unlocked at reputation level 13 and starts out as an MP5A4 but can be changed, via the combination of different mods, into a MP5A5, MP5/10, MP5SD5, MP5SD6, or MP5KA4. The Cloaker enemy has a cut down pseudo MP5/40 with an A3 stock and various mods that only they can use, as of update 61 however, it's possible to use the MP5 with 10mm ammo. The actual weapon is not converted into an actual MP5/10 however, as it lacks the bolt release.&lt;br /&gt;
&lt;br /&gt;
As of update 97.4, it's possible to dual wield MP5s. These dual-wielded MP5s lack stocks and it is not possible to attach them.&lt;br /&gt;
[[file:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 left.jpg|thumb|none|600px|MP5A4. Note the odd depiction of the HK fire mode pictograms, There seems to be no safe setting and the semi-auto setting is white like the safe setting instead of being red like the other fire modes. Compare this to the above picture.]]&lt;br /&gt;
[[File:MP5A4 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 left.jpg|thumb|none|600px|MP5A5.]]&lt;br /&gt;
[[Image:MP540.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:Payday2_Cloaker%27sMP540.jpg|thumb|none|600px|The unique MP5/40 wielded by the Cloaker enemy. Didn't help him much... &amp;lt;br&amp;gt; It lacks the bolt release of a true MP5/40.]]&lt;br /&gt;
[[File:Payday2_CloakersMP540_3.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 left.jpg|thumb|none|600px|MP5/10.]]&lt;br /&gt;
[[file:H&amp;amp;K-MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD5 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 left.jpg|thumb|none|600px|MP5SD5.]]&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 left.jpg|thumb|none|600px|MP5SD6.]]&lt;br /&gt;
[[file:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5KA4 - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 left.jpg|thumb|none|600px|MP5KA4.]]&lt;br /&gt;
[[file:MP5A4 PD2 idle.jpg|thumb|none|600px|Holding the MP5A4.]]&lt;br /&gt;
[[file:MP5A5 PD2 Iron sights.jpg|thumb|none|600px|Iron sights of the MP5A5.]]&lt;br /&gt;
[[file:MP5SD6 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5SD6.]]&lt;br /&gt;
[[file:MP5.10 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5/10.]]&lt;br /&gt;
[[file:MP5KA4 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5KA4. Sokol resorts to gently pushing down the bolt instead of going for the ubiquitous slap.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3. This MP5 model is used across several enemy types. It has a Safe/Single/Auto trigger group as opposed to the Safe/Single/Burst/Auto trigger group used by the player available MP5s, making it an A3 model.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 MP5 akimbo holding.jpg|thumb|600px|none|Dallas with his two MP5s.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo aiming.jpg|thumb|600px|none|Aiming the MP5s produces the expected results. Atleast it's better than nothing...?]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading1.jpg|thumb|600px|none|Reloading. Somehow dropping the magazines with both hands full.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading2.jpg|thumb|600px|none|Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc1.jpg|thumb|600px|none|Running with the MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc2.jpg|thumb|600px|none|John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the [http://www.imfdb.org/wiki/The_Matrix#Heckler_.26_Koch_MP5K good ol' days]. Note the lack of an ambi fire-selector, something that would have been very handy when dual-wielding any gun.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Steyr_TMP#Brügger &amp;amp; Thomet MP9|B&amp;amp;T MP9]] appears as the &amp;quot;CMP&amp;quot; and is unlocked at reputation level 19, in reference to the Steyr TMP lookalike in the Nintendo 64 title ''Perfect Dark''. It has an unfortunate niche in the stat rankings where it's not able to muster enough brawn to plug heavier SWAT in single headshots, but isn't quite small enough to pocket for stealth tasks either. What makes it such a hidden gem are the terrific accuracy and stability for its fire rate, which mean that it can put three rounds into a helmet where other SMGs could only place one before jumping off mark. The quick reload, deep ammo pool and agreeable hipfire performance are just further perks.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only crimp is the missing fire selection dial. It'd normally sit near the magazine release in thumb's reach, but this one uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The &amp;quot;Solid Stock&amp;quot; comes standard in the MP9N-A4 model, the 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The last one in the bunch come along only recently in the Butcher's Mod Pack.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off the night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too fast to use over a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with an optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got their shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is. The sidearms carried by FBI Heavy Response Shields didn't have to conform to that change.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN_P90#P90_TR|FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has the highest magazine size of any secondary, but only comes with a total of three mags. If the Long Barrel mod is put on the gun, it will resemble the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|In-game.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:P90 PD2 modified left.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
[[file:P90 PD2 modified right.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that does not get the fire-mode locking mods.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- holding.jpg|thumb|none|600px|The player holds the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- aim.jpg|thumb|none|600px|The player aims the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Thompson M1928. Note how the charging handle isn't locked back when the reload is started, which in reality would make the &amp;quot;L&amp;quot; drum unable to be removed.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1-reloading 2.jpg|thumb|none|600px|The player reloads the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Thompson M1928.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Thompson M1928.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45]] is named the &amp;quot;Swedish K SMG&amp;quot; in game and incorrectly holds 40 rounds in the magazine instead of 36, though it is inaccurate and carries only 80 total rounds. It is available for purchase to anyone who owns the Armored Transport DLC. The in-game weapon is based on the military version of the M/45, as evident by the lack of a fire selector.&lt;br /&gt;
&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- holding.jpg|thumb|none|600px|The player holds the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- aim.jpg|thumb|none|600px|The player aims the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Carl Gustav M/45.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Carl Gustav M/45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2(**)==&lt;br /&gt;
The [[ MP7 | Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;Spec-Ops SMG&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. It comes with its 20-round magazine by default and the Extended Mag mod gives it a 40-round magazine that only holds 32 rounds.&lt;br /&gt;
[[file:MP7A2.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- holding.jpg|thumb|none|600px|The player holds the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- aim.jpg|thumb|none|600px|The player aims the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- mele.jpg|thumb|none|600px|Melee attack of the the MP7A2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Heckler &amp;amp; Koch MP7A2. The player has to pay up in order to extend the stock for some strange reason.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Heckler &amp;amp; Koch MP7A2.]]&lt;br /&gt;
[[file:PD2 MP7A2 reload.jpg|thumb|none|600px|Reloading the MP7A2 with several mods, including it's unique suppressor, extended magazine, laser, and Trijicon sight. The animation has surprisingly remained unchanged unlike most other weapons.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz.61 Skorpion(**)==&lt;br /&gt;
The [[Sa. Vz.61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. Its &amp;quot;Extended Magazine&amp;quot; modification is odd, increasing the magazine size from 20 to 40 rounds despite simply being a second magazine clamped to the side of the one in the gun, somehow it feeds from both at the same time.&lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- holding.jpg|thumb|none|600px|The player holds the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- aim.jpg|thumb|none|600px|The player aims the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- mele.jpg|thumb|none|600px|Melee attack of the Vz.61 Skorpion.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Vz.61 Skorpion. Note the clamped together magazines of the &amp;quot;Extended Magazine&amp;quot; modification.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. &lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes this mistake very obvious.]] &lt;br /&gt;
&lt;br /&gt;
===Intratec AB-10===&lt;br /&gt;
The [[Intratec AB-10]] is used if the TEC-9 is equipped with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 30 rounds instead of 32 and comes equipped with the distinctive &amp;quot;K&amp;quot; foregrip by default.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|400px|IMI Uzi with buttstock collapsed - 9x19mm]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- holding.jpg|thumb|none|600px|The player holds the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- aim.jpg|thumb|none|600px|The player aims the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- mele.jpg|thumb|none|600px|Melee attack of the the Uzi.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the IMI Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the IMI Uzi.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A1(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A1]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling Mk. IV Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- holding.jpg|thumb|none|600px|The player holds the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- aim.jpg|thumb|none|600px|The player aims the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Sterling L2A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 3.jpg|thumb|none|600px|Modified Version of the Sterling L2A1. Note the foregrip based on the E-11 Blasters from [[Star Wars]].]]&lt;br /&gt;
&lt;br /&gt;
===Sterling L34A1(**)===&lt;br /&gt;
The [[Sterling SMG|Sterling L34A1]] is used if the Sterling L2A1 is equipped with the &amp;quot;Suppressed Barrel&amp;quot; modification. Like the Sterling L2A1, it incorrectly holds 20 rounds which can be modified to 30, closer to the correct 34. &lt;br /&gt;
[[file:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|400px|Sterling L34A1 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- holding.jpg|thumb|none|600px|The player holds the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- aim.jpg|thumb|none|600px|The player aims the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Sterling L34A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Sterling L34A1.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the Jacket Character Pack. It holds a correct 32 rounds and has a after-market vertical foregrip in place of the barrel nut.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 holding.jpg|thumb|none|600px|The player holds the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 aim.jpg|thumb|none|600px|The player aims the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 1.jpg|thumb|none|600px|The player reloads the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 2.jpg|thumb|none|600px|The player reloads the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 mele.jpg|thumb|none|600px|Melee attack of the Cobray M11/9.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 1.jpg|thumb|none|600px|Modified Version of the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 2.jpg|thumb|none|600px|Modified Version of the Cobray M11/9.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the Gage Ninja Pack DLC. It's called &amp;quot;Kross Vertex&amp;quot; in-game. It can be modified with a long barrel to make it resemble the Vector CRB, which is the civilian semi-auto only variant. The weapon also has its own unique suppressor. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|KRISS Vector - .45 ACP]]&lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the actual bolt release isn't pressed, instead the surface underneath is.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the Yakuza Character Pack.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Reloading. Note how there is no bullet in the chamber.]]&lt;br /&gt;
[[File:Micro Uzi PD2 left modified.jpg|thumb|none|600px|Modified.]]&lt;br /&gt;
[[File:Micro Uzi PD2 right modified.jpg|thumb|none|600px|Modified.]]&lt;br /&gt;
&lt;br /&gt;
==TsNIITochMash SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is Veresk translated to English. It's notably the only subgun so far that can be dual-wielded. It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats are a copy-and-paste (sans the rate of fire and stability) of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece)&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in russain, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:PD2 SR2 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo reloading.jpg|thumb|600px|none|Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used only by some NPCs, namely the GenSec Elite SWAT and the Murkywater PMC enemies. It is unavailable for player use at the present time.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Payday2_GenSecElites.jpg|thumb|none|600px|The  GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP45 misc.jpg|thumb|600px|none|A dropped UMP45.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines / Assault Rifles / Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
The K23 and [[AKMSU]] count as SMG's in-game, but are actually carbines, therefor their entries will appear here.&lt;br /&gt;
&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKS-74==&lt;br /&gt;
The [[AKS-74|Izhmash AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called AK Rifle and holds 30 rounds. It can become a regular [[AK-74]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|501px|Izhmash AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M4/M4A1_Carbine#M4.2FM4A1_Carbine|Colt M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gasblock. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. As in the first Payday, this weapon is still used by SWAT Snipers, despite there being more appropriate weapon models available, though the FBI Files claims them to be chambered in higher-caliber rounds than the normal weapon. &lt;br /&gt;
&lt;br /&gt;
The CAR-4 has a ridicules amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the CAR resemble a whole host of different real world AR variants.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|Colt M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday has the fire selector set to full-auto instead of safe or some other ungodly location.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a CAR-4 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SalientArmsTier1 AR.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the CAR-4 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual ingame NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with theirs, note the laser.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle still lacks the bolt release of an A3. Oddly, instead of its build-in folding foregrip it has a section of rail added to the hinge and an aftermarket vertical grip attached to said rail.&lt;br /&gt;
Upon launch, the rifle can be seen using a Magpul PMAG, which suggests it was not based entirely on an authentic AUG. After the animation update, however, it gains the AUG's proprietary magazine.&lt;br /&gt;
As of update 61, the Raptor polymer body was added as a mod for the weapon, this mod will give the weapon the appearance of the Thales F90.&lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 is a future replacement for the Australian F88 Austeyr - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:AUG A2 PD2 modified left.jpg|thumb|none|600px|Modified Version. Here the weapon has been modified with the Raptor polymer body, making the weapon resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
[[file:AUG A2 PD2 modified right.jpg|thumb|none|600px|Modified Version.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMS==&lt;br /&gt;
The [[AKMS|Izhmash AKMS]] appears as the AK.762 and is unlocked at reputation level 16.It holds 30 rounds and has less total ammunition than the AKS-74. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Reloading. A round can be seen in the chamber as the charging handle is pulled.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They are the only enemies so far to do so.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36K|Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy, and a deep 240 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this JP is a KV. The proportions are a little off and the barrel is a different length, hinting that it might've been modeled from an airsoft cousin.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops1.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36C|G36C]].&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[M16_rifle_series#Olympic_Arms_K23B|OA K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[M16_rifle_series#CQB-R / Mk. 18 Mod 0|Mk. 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk. 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reload like this (As of update 65, the AMR-16 has received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M14==&lt;br /&gt;
A [[M14|Springfield Armory M14]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode. The weapon can be modified with a JAE 100 G3 stock or a SAGE EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|Springfield Armory M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|500px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO. A real Mk 14 has a 18&amp;quot; barrel as opposed to the 16&amp;quot; one in-game.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading1.jpg|thumb|none|600px|Reloading. Here the weapon has been modified with a SAGE EBR Chassis to resemble a Mk 14 Mod 0 EBR.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading2.jpg|thumb|none|600px|Reloading. Payday 2 could be one of the first games where the bolt release is used to chamber a new round on an M14-type rifle instead of giving the charging handle a pull.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 right.jpg|thumb|none|600px|Modified Version of the M14 DMR in a SAGE EBR Chassis.]]&lt;br /&gt;
[[file:Payday2 M1A Socom variant 2.jpg|thumb|none|600px|Modified Version of the M14 DMR in a JAE 100 G3 stock.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMSU==&lt;br /&gt;
A variant on the [[AKMSU|Izhmash AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a secondary weapon, rather than a primary like the other three Kalashnikov rifles.&lt;br /&gt;
&lt;br /&gt;
As of update 97.4, it's possible to dual wield AKMSUs. These dual-wielded AKMSUs lack stocks and it is not possible to attach any&lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|Izhmash AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:PD2 AKMSU akimbo right.jpg|thumb|600px|none|This is a bad idea.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo holding.jpg|thumb|600px|none|...but Dallas don't care.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo reloading.jpg|thumb|600px|none|Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?]]&lt;br /&gt;
&lt;br /&gt;
==Romanian AIMR==&lt;br /&gt;
Attaching the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the Izhmash AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]] (although the AKMS stock remains the same).&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AIMR.jpg|thumb|none|600px|A presumable AIMR heavily dressed in new furniture with a nice PBS-1 suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5]] family appears as the '''AK5''', all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5B]]. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Cesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;. Decorated here with a yellow laser module and a Lancer L5 magazine.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN_FNC#FN_FNC|FN Herstal FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the FN Ak's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16#M16A4_Rifle|Colt M16A4]] with a short barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|Colt M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. Putting an actual 30 round mag in gun gives it 38 rounds.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Reloading. Pulling the charging handle.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Colt M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Colt M16A4.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG_SG_550#SIG_SG_552|SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It Holds 30 rounds. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown&lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note the empty, translucent magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the magazine is not only full but also has the appropriated amount of ammo in it!]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Reloading. Hitting the bolt release.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SIG 552-2 PD2 modified left.jpg|thumb|none|600px|Modified version. Notice the railed handguard.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN_SCAR#FN_SCAR-H|FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Reloading. For some reason the charging handle doesn't lock back, so instead it's pulled to chamber a new round. In the original animation the bolt release was used instead.]]&lt;br /&gt;
[[File:PD2 SCAR-H misc1.jpg|thumb|600px|none|After receiving some buckshot, a former Murkywater PMC drops his SCAR-H. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR-H misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator. Note that the rail extension is for an AR-15 and not the SCAR platform.]]&lt;br /&gt;
[[File:SCAR-H PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==FN  FAL(**)==&lt;br /&gt;
The [[FN_FAL#FN_FAL|FN FAL]] appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. Notably, the FAL was the first weapon to have its accessories linked to DLC achievements rather than random drops. It notably has a DSA railed upper-receiver.  &lt;br /&gt;
[[File:FN_FAL_50_00.jpg|thumb|none|500px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA upper-receiver.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The FAL can become a [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] with the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|500px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:FalconRifle4.jpg|thumb|none|600px|Version of the FN FAL modified into a DSA SA58 OSW.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Romat===&lt;br /&gt;
Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the FAL allows it to impersonate the [[FN_FAL#IMI_Romat|IMI Romat]] (although the FAL rear sight, DSA upper-receiver, and barrel remain the same). &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL.jpg.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL_2.jpg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS#FAMAS_F1|FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; and is unlocked for purchase by buying the Gage Assault Pack DLC. It incorrectly holds 30 rounds instead of 25.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 1.jpg|thumb|none|600px|I]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- holding.jpg|thumb|none|600px|The player holds the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- aim.jpg|thumb|none|600px|The player aims the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the FAMAS F1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the FAMAS F1.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G1===&lt;br /&gt;
The [[FAMAS#FAMAS_G2|FAMAS G1]] is used if the &amp;quot;G2 Grip&amp;quot; is equipped on the FAMAS F1 (Before Update #37, &amp;quot;G2 Grip&amp;quot; was called &amp;quot;Retro Grip&amp;quot; although the FAMAS G1 is newer model of FAMAS F1). Like the FAMAS F1, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[file:FAMAS F2.jpg|thumb|none|500px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 1.jpg|thumb|none|600px|Modified Version of the FAMAS G1.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 2.jpg|thumb|none|600px|Modified Version of the FAMAS G1.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the Gage Assault Pack DLC. It incorrectly holds 30 rounds instead of 25, a higher than real life ROF, and is shown with an unusable bipod extended&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:Payday2_galil_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galil.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet, even though there was more than one left...]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Reloading. Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
&lt;br /&gt;
===IMI Galil MAR/Galil 7.62 Hybrid===&lt;br /&gt;
A [[Galil#Galil MAR|IMI Galil MAR/Galil 7.62 Hybrid]] is created if the Galil ARM is equipped with the &amp;quot;CQB Foregrip&amp;quot; and &amp;quot;Skeletal Stock&amp;quot; modification. Like the Galil ARM, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil_m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilmar.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galilmar_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===IMI Galil Sniper Rifle===&lt;br /&gt;
The [[Galil#Galil Sniper Rifle|IMI Galil Sniper Rifle]] is used if the Galil ARM is equipped with the &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; modification. Like the Galil ARM, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilsniper.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galilsniper_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; and is available to purchase for owners of the Gage Assault Pack DLC. It holds 20 rounds, has quite a bit of recoil and stopping power. It can be mocked up as a [[PSG-1]] lookalike with the Precision stock, grip, foregrip, and the DMR kit, the latter giving the gun the PSG-like barrel, trigger, and 10 round magazine.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...chambering a round.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3 modified to ''look'' like a PSG-1.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG isn't ambidextrous and it does have a forward assist, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield_L85_rifle_series#L85A2|Enfield L85A2]] was added alongside the ''Clover Character Pack'' as the &amp;quot;Queen's Wrath&amp;quot;.  Notably, it is the only select-fire capable primary (and one of three select-fire guns available in the entire game) that does not get the fire-mode locking mods. By default it holds 30 rounds and has a Grippod vertical grip.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|Enfield L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- holding.jpg|thumb|none|600px|The player holds the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- aim.jpg|thumb|none|600px|The player aims the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- mele.jpg|thumb|none|600px|Melee attack of the L85A2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Enfield L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Enfield L85A2.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the Dragan Character Pack DLC, much like the L85A2 was part of Clover's DLC. It is known internally as the &amp;quot;Lion's Roar&amp;quot;, has a high rate of fire and overall good stats, though it has a long reload time and if unmodified, high recoil.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 holding.jpg|thumb|none|600px|The player holds the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 aim.jpg|thumb|none|600px|The player aims the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 1.jpg|thumb|none|600px|The player reloads the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 2.jpg|thumb|none|600px|The player reloads the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 mele.jpg|thumb|none|600px|Melee attack of the VHS-D2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 1.jpg|thumb|none|600px|Modified Version of the HS Produkt VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 2.jpg|thumb|none|600px|Modified Version of the HS Produkt VHS-D2.]]&lt;br /&gt;
===HS Produkt VHS-K2===&lt;br /&gt;
The Lion's Roar becomes the HS Produkt VHS-K2 when equipped with the &amp;quot;Short Barrel&amp;quot;.&lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==TsNIITochMash AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It can be modified into the [[VSS Vintorez]] if the &amp;quot;Solid Stock&amp;quot; is applied.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:AS val rightside PD2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 reloading1.jpg|thumb|none|600px|Reloading the AS Val. Note the bullets in the magazine]]&lt;br /&gt;
[[File:AS Val PD2 reloding2.jpg|thumb|none|600px|Reloading. Pulling the charging handle]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
&lt;br /&gt;
===SUB-2000 Gen 2===&lt;br /&gt;
Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen2 shape. It seems to be an interpretation of a Red Lion Precision rail combo, but instead of concealing the suppressor inside the rails, a short rail was used as a base for an enormous mystery suppressor.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] was added with the Sydney character pack. It actually goes by two names in-universe. The rifle is called SG416C but Sydney renamed it &amp;quot;Bootleg Rifle&amp;quot; after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It is permanently fitted with a 100-round Beta C-Mag and a Magpul RVG vertical foregrip.&lt;br /&gt;
[[Image:HK416C.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416C carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] &lt;br /&gt;
[[File:PD2 416C right.jpg|thumb|600px|none|Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. ]] &lt;br /&gt;
[[File:PD2 416C holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 416C iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 416C reloading1.jpg|thumb|600px|none|Reloading. Dumping the empty drum...]] &lt;br /&gt;
[[File:PD2 416C reloading2.jpg|thumb|600px|none|...inserting a new one... (Here you can see &amp;quot;SG 416 C&amp;quot; on the mag-well.)]] &lt;br /&gt;
[[File:PD2 416C reloading3.jpg|thumb|600px|none|...and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]] is called the &amp;quot;Reinfeld 880&amp;quot; and is unlocked at reputation level 8, it has synthetic furniture instead of wood and it has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer.&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|500px|Remington Model 870 Field Gun - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge shells...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge shell.]]&lt;br /&gt;
[[File:PD2 M870 cops.jpg|thumb|500px|none|A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.]] &lt;br /&gt;
[[File:PD2 M870 dozer.jpg|thumb|500px|none|The green dozer's 870.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at reputation level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. It is overall similar to its full-sized counterpart, but has slightly higher damage and a higher rate of fire but shorter range and lower accuracy.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash Saiga-12K==&lt;br /&gt;
The [[Saiga 12K|Izhmash Saiga-12K]] appears as the ninth primary weapon, and is shown as being fully-automatic with select fire available. Prior to the Gage Shotgun Pack DLC, it was the only semi-auto shotgun in the game. The model is not an actual Saiga-12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-12 style front trunion (lacking the corresponding rivets however). It is called the &amp;quot;IZHMA 12G&amp;quot; and is unlocked at reputation level 26 and holds 7 shells. It is notably used by a Bulldozer variant called the &amp;quot;Killdozer&amp;quot; that wears black armor. His model of Saiga-12K uniquely has an unobtainable black solid stock, and before it was removed in a patch, a drum magazine. The Saiga-12K is also used by the FBI informant that sold out the gang in the Hoxton Revenge heist, if the informant's panic room is opened after the heist has gone loud.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Izhmash Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga-12K, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard keeping the optic stable.]]&lt;br /&gt;
[[File:PD2 Saiga dozer.jpg|thumb|500px|none|The black dozers step up their shotgun game with a Saiga-12K.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at reputation level 39. Obviously it only holds two shells but is one of the most powerful weapons in the game. It has only two modifications, &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special,&amp;quot; both of which saw down the barrels and stock respectively&lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun holding.jpg|thumb|none|600px|The player holds the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun aim.jpg|thumb|none|600px|The player aims the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 1.jpg|thumb|none|600px|The player reloads the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 2.jpg|thumb|none|600px|The player reloads the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun mele.jpg|thumb|none|600px|Melee attack of the Double Barreled Shotgun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 double barrel variant 1.jpg|thumb|none|600px|Modified Version of the Double Barreled Shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===Sawn-Off Double Barreled Shotgun===&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun|Sawed Off Shotgun]] is used when the Mosconi 12G is modified. The &amp;quot;Road Warrior&amp;quot; barrel saws the barrels down, while the [[The_Wire_-_Season_1#Unknown_Double_Barrel_Shotgun|&amp;quot;Gangsta Special&amp;quot;]] saws off the stock.&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun holding.jpg|thumb|none|600px|The player holds the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun aim.jpg|thumb|none|600px|The player aims the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 1.jpg|thumb|none|600px|The player reloads the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 2.jpg|thumb|none|600px|The player reloads the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun mele.jpg|thumb|none|600px|Melee attack of the Sawn-Off Shotgun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sawed off variant 1.jpg|thumb|none|600px|Sawn-Off Shotgun with stock untouched.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as a new gun added in the Crimefest update (10/26/2014) and is called the Predator 12G. It correctly fires in semi auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds an incorrect 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2_SPAS12.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:Payday2_SPAS12_2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After doing so, Dallas flips over the SPAS-12 and racks the charging handle, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta S3/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced with the Bonnie Character Update in March 13th appears to be a hybrid of the Beretta S3 O/U and CZ Redhead Deluxe O/U. Named the &amp;quot;Joceline O/U 12G&amp;quot; in-game.&lt;br /&gt;
[[File:Beretta Side Lock Model S3.jpg|thumb|none|500px|Beretta S3 O/U - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading1.jpg|thumb|none|600px|Reloading. Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading. Note the unstuck primers.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Reloading. Two shells, one hand.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified left.jpg|thumb|none|600px|Modified version. The barrels has been sawed-off...]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified right.jpg|thumb|none|600px|..and a fancy shell holder has been put on the stock.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. First introduced in the Death Wish Update in the hands of some GenSec Elite SWATs, though with a fixed stock. A player-usable version was finally added in the Gage Shotgun Pack DLC. It holds 8 shells in the tube by default (as opposed to its real life counterpart's 7).&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- holding.jpg|thumb|none|600px|The player holds the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- aim.jpg|thumb|none|600px|The player aims the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Benelli M4.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Benelli M4 Super 90.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Tactical===&lt;br /&gt;
The Benelli M4 Tactical is used if the M1014 is equipped with the &amp;quot;Solid Stock&amp;quot;&lt;br /&gt;
[[File:M4 Tactical.jpg|thumb|none|500px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 NFA===&lt;br /&gt;
The Benelli M4 NFA is used when the M1014 is equipped with the &amp;quot;Short Barrel&amp;quot;.&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 NFA Tactical===&lt;br /&gt;
The Benelli M4 NFA Tactical is used if the M1014 is equipped with the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot;&lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Notably it is one of the most concealable shotguns in the game and has the highest capacity of any of them. Holds 14 shells and was added in the Gage Shotgun Pack DLC.&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:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
&lt;br /&gt;
==Sentinel Arms Striker-12(**)==&lt;br /&gt;
The humble fixed-drum [[Armsel Striker and variants#Examples of the Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. In Overkill's usual fashion, it's a mix of all of the different versions mooshed together in a highly educated, equal measure. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|Cobray Street Sweeper - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance level of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms magazine's spring-loaded thumb tab actually used to advance the drum during reloads. The big tube on the end is an exclusive integral suppressor to further drive the gun into fantasy land.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12 CQB(**)==&lt;br /&gt;
Added with the release of The Butcher's BBQ Pack was an [[AA-12|MPS AA-12 CQB]] as evident by its short barrel, known internally as the &amp;quot;Steakout 12G&amp;quot;. Comes default with a 8-round box magazine and an entirely fictional semi/auto selective fire capability as all extant AA-12 models are capable of fully automatic fire only. Its in-game rate of fire of 300 matches that of the real weapon.&lt;br /&gt;
Optional enhancements includes a 20-round drum, a long barrel, and custom integral suppressor. When any optics are mounted it gains a railed mount with a useless shell rack on the left side, replacing the whole rear sight.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|The MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:2015-04-22 00009.jpg|thumb|none|600px|In-game preview of the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00010.jpg|thumb|none|600px|Player holding the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00011.jpg|thumb|none|600px|Stock ironsights of the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00013.jpg|thumb|none|600px|Player reloading the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00023.jpg|thumb|none|600px|Melee attack of the AA-12 CQB.]]&lt;br /&gt;
&lt;br /&gt;
===MPS AA-12===&lt;br /&gt;
The &amp;quot;Steakout 12G&amp;quot; becomes a regular AA-12 when fitted with the &amp;quot;Long Barrel&amp;quot; modification.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:2015-04-22 00018.jpg|thumb|none|600px|In-game preview of the the now regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the Goat Simulator DLC (where do they get these ideas?) a full-size [[Ithaca 37]] was added, oddly as a secondary weapon. Called GSPS 12G in-game. It incorrectly holds 7 rounds in the standard 4-round tube magazine.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 riot version - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca with the Riot barrel and Riot grip. The grip isn't actually an riot configuration but rather just a sawed-off variant.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[http://www.imfdb.org/wiki/No_country_for_old_men#Remington_11-87 No Ithaca for old men.]]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gage Weapon Pack #02&amp;quot; downloadable content pack introduced three light machine guns to the players' arsenal. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and The &amp;quot;Crimefest 2015&amp;quot; introduced the Ksp 58. The weapons can only be hip-fired and are very inaccurate. The bipods cannot be unfolded without the Lion Bipod attachment, introduced during CrimeFest 2015, which greatly stabilizes the weapon but immobilizes the player and restricts their field of fire to a roughly ninety-degree arc.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMG's in game, the MG42 and FN M240 are actually GPMG (General Purpose Machine Guns)&lt;br /&gt;
&lt;br /&gt;
==Izhmash RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK modified right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249 Para]] appears as the &amp;quot;KSP&amp;quot; and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|FN M249 SAW Paratrooper version with 200-round ammo drum  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommend.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his M249. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
[[File:PD2 M249 dozer.jpg|thumb|500px|none|A skull dozer ready to tear up some heisters with his M249.]] &lt;br /&gt;
===FN M249-E2 SAW===&lt;br /&gt;
The &amp;quot;Soild Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; attachments can make a M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|]] &lt;br /&gt;
===FN Mk 46 Mod 0===&lt;br /&gt;
The &amp;quot;Railed Foregrip&amp;quot; and &amp;quot;Soild Stock&amp;quot; attachments can make a M249 Para that resembles the [[FN_Minimi#Mk 46 Mod 0|Mk 46 Mod 0]], though the M249 keeps its STANAG mag well.&lt;br /&gt;
[[file:Mk46.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style rear-sight rather than the 21E's real rear sight. It has a front grip that's tilted to the left in order to making it easier to hold. &lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and has the highest rate of fire of the LMGs.&lt;br /&gt;
[[file:MG42 Left.jpg|thumb|500px|none|MG 42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|The player holds the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- aim.jpg|thumb|none|600px|The player aims the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- mele.jpg|thumb|none|600px|Melee attack of the MG 42.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 1.jpg|thumb|none|600px|Modified version of the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 2.jpg|thumb|none|600px|Modified version of the MG 42 with a barrel based on the DLT-19 Heavy Blaster Rifle from [[Star Wars]], with was actually made from a [[MG34]].]]&lt;br /&gt;
&lt;br /&gt;
==FN M240==&lt;br /&gt;
Although it's called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;Crimefest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|FN M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|Carl Gustaf Ksp 58 B  - 7.62x51mm NATO. For comparison]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The &amp;quot;Ksp 58&amp;quot;.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new ammo box.]]&lt;br /&gt;
[[File:PD2 M240 modified left.jpg|thumb|600px|none|Modified version with a short barrel, bipod, plastic Stock and...]]&lt;br /&gt;
[[File:PD2 M240 modified right.jpg|thumb|600px|none|...an AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' Downloadable Content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a .45 degree off-set iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the Point Break heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
==Remington MSR==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at reputation level 15. It is featured either with a default and non-standard wooden body or the optional and proper aluminium alloy body. It uses a 10 round magazine. &lt;br /&gt;
[[File:RemingtonMSR.jpg|thumb|none|500px|Remington MSR - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right.jpg|thumb|none|600px|Tactical Aluminium Alloy body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left.jpg|thumb|none|600px|Tactical Aluminium Alloy body.]]&lt;br /&gt;
[[File:Remington MSR PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt. Here the weapon has been modified with its own unique suppressor. The Suppressor is actually based of the MSR's real world equivalent]]&lt;br /&gt;
[[File:Remington MSR PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine. Note the backup iron sights.]]&lt;br /&gt;
[[File:PD2 MSR reloading2.5.jpg|thumb|none|600px|Reloading. The new magazine is inserted and the bolt is cycled to chamber the round. Notice the actual bullet in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 LRS2==&lt;br /&gt;
The [[Blaser R93|Blaser R93 LRS2 Precision Sniper Rifle]] appears as the &amp;quot;R93&amp;quot; and is unlocked at reputation level 35. It is featured either with a default polymer or optional wooden body. It uses a 6-round magazine (one more than it holds real life). &lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 LRS2 Precision Sniper Rifle - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_R93_Right.jpg|thumb|none|600px|Standard body.]]&lt;br /&gt;
[[File:Payday_2_R93_Left.jpg|thumb|none|600px|Standard body.]]&lt;br /&gt;
[[File:Payday_2_R93_Right_wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_R93_Left_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:R93 PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:R93 PD2 reloading1.jpg|thumb|none|600px|Reloading. How the top most bullet stays in place is a mystery.]]&lt;br /&gt;
[[File:R93 PD2 reloading2.jpg|thumb|none|600px|Reloading. The new magazine is in and a round is chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at reputation level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the second most powerful one so far, having an astounding damage stat of '''2880''', second only to the RPG-7 included with the OVERKILL Pack, which deals a solid 10000 damage per shot.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 scope rectile.jpg|thumb|600px|none|The rectile of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the rectile shape or color on this scope.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:PD2 M95 right modified.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 left modified.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M1907 Carbine]] is seen as the &amp;quot;Mosin-Nagant&amp;quot; and is part of the Gage Historical Pack DLC. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70.&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon!]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|The Mosin Nagant can be modified with a M38 carbine length barrel...]] &lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|...and a full length M91/30 one.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] was added with the Gage Ninja Pack DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot;. The actual WA 2000 is chambered in .300 Winchester or 7.5x55mm Swiss, so the .308 in the name wrongly suggest the weapon is chambered in .308. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:WA2000 PD2 rightside.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:WA2000 PD2 idle.jpg|thumb|none|600px|The WA 2000 in game.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant it can use, and starts out with, iron sights. It can be modified with a long barrel, suppressed barrel, and a unique magnified scope. However, it can not be customized with modern modifications like lasers and sights besides the one unique to it.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:2015-05-08 00013.jpg|thumb|none|600px|Right side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-08 00014.jpg|thumb|none|600px|Left side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-07 00059.jpg|thumb|none|600px|The Winchester Model 1873 in-game.]]&lt;br /&gt;
[[File:2015-05-07 00061.jpg|thumb|none|600px|Iron-sights.]]&lt;br /&gt;
[[File:2015-05-07 00062.jpg|thumb|none|600px|Loading a round in.]]&lt;br /&gt;
[[File:2015-05-07 00063.jpg|thumb|none|600px|Cocking the lever.]]&lt;br /&gt;
[[File:2015-05-07 00065.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
[[File:2015-05-09 00031.jpg|thumb|none|600px|A modified Winchester Model 1873]]&lt;br /&gt;
[[File:2015-05-09 00032.jpg|thumb|none|600px|Another modified Winchester Model 1873]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] was added along for free with the character Bodhi from the [http://www.imfdb.org/wiki/Point_Break_%282015%29 Point Break remake]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. &lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty!]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC (unlike the first game that had it by default) It's called GL40 in-game, same as the first Payday. It is possible to hurt or kill ones own team members with it so it pays to be careful when using it. Additionally, the grenades have no arming distance and can be shoot out of the air by gunfire from police. This can be especially dangerous as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt.&lt;br /&gt;
&lt;br /&gt;
All the grenade launchers deal the same damage, 340.&lt;br /&gt;
&lt;br /&gt;
The front leaf sight on the M79 model acts as an in-built gadget, and pressing the enable gadget key (default &amp;quot;G&amp;quot;), allows the player to fire grenades at a much higher arc than usual.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock.&lt;br /&gt;
[[Image: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;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|Reloading the Mk 1L can take as long as 15 seconds(!) if the user has gone through the whole cylinder. This is because each fired grenade is pulled out and subsequently replaced with a new one. Here a new grenade is loaded.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Reloading. Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 10000, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it's hit by enemy fire, something that happens a lot on more intense heists. &lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 mele.jpg|thumb|none|600px|Melee attack]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 variant 1.jpg|thumb|none|600px|The only modifications the RPG can accept are sights.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). Like the RPG, it's a secondary weapon.&lt;br /&gt;
[[Image:EX-41 ''CHINA LAKE LAUNCHER''.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 can only be used with the right Technician skills. By default, it is used as tripmines, which can be used to set traps for enemies. The tripmines themselves are unlocked simply by starting to learn Technician skills. The later Shaped Charge skill allows players with it to use their explosives to instead blow up doors and safe doors, potentially saving a lot of time for them and their team. Certain skills also allow them to be toggled into 'Sensor Mode' in which they will not explode, but will mark enemies that pass by. This can be useful in stealth runs. Some C4 packs are also used for certain objectives, and can be used by any player when picked up.&lt;br /&gt;
[[File:Payday2 C4.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
[[File:Payday2 c4 1.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers at times. The Commissar in Hotline Miami also uses one when fought. The same model is also used for the flash bangs that law enforcers love to use all too frequently. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|M18 smoke grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is only usable by players with the first Gage Weapon Pack DLC, unless they buy the Grenade Case for their team during a heist. Grenades have a fairly wide blast radius that can go through walls, and they will stun enemies that aren't killed outright. Players can carry up to three and should be careful, as they can easily cause civilian kills or friendly fire if handled improperly. Notably, it's possible for enemies to shoot the grenades in mid-air, causing immediate detonation. All grenades are shown with the red Overkill bomb logo painted on the side.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:Payday2 granat.jpg|thumb|none|600px|M67 hand grenade in game. Note the Overkill logo.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added to the game in the Gage Historical Pack, and is referred to in game as the &amp;quot;Potato Masher&amp;quot;. Unlike the M67, it is not used as a thrown explosive, but rather as a melee weapon, similar to the Demoman from ''[[Team Fortress 2]]''. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:pd2-stick-grenade.jpg|thumb|none|600px|Model 24 Stielhandgranate, called the &amp;quot;Potato Masher&amp;quot; in game.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[GE_M134_Minigun#Hand_Held_M134_Minigun|Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest rate-of-fire of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, having the weapon equipped results in a movement speed penalty. As usual in video games and films, the weapon appears to have no power source.&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: 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:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun holding.jpg|thumb|none|600px|The player holds the Hand Held Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun aim.jpg|thumb|none|600px|The player aims the Hand Held Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun mele.jpg|thumb|none|600px|Melee attack of the Hand Held Minigun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 1.jpg|thumb|none|600px|Modified Version of the Hand Held M134 Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 2.jpg|thumb|none|600px|Modified Version of the Hand Held M134 Minigun.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5K|Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|Sentry Gun in game.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Payday (disambiguation)]]&lt;br /&gt;
&lt;br /&gt;
[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Payday 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1029172</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1029172"/>
		<updated>2016-06-03T18:50:11Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2.&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Payday 2''' is the sequel to [[Payday: The Heist]]. As with the first game, players may join up to three others in a spree of robberies and other heists to earn money. Payday 2 noticeably features many changes from the first game, among other things the new skill tree. Each of the five trees (the '''Mastermind''', '''Enforcer''', '''Technician''', '''Ghost''', and '''Fugitive''') focuses on differing specializations, though unlike the first game do not grant new weapons for level ups (aside from special examples like the portable saw). Weapons are instead unlocked to purchase by leveling up, which now is done with experience points instead of money. Money is used to buy new weapons, modifications, and masks, though it is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and addons.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 steam group. Entries marked with (**) are DLC (downloadable content) weapons.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
&lt;br /&gt;
The game operates with the heister moving in with 2 weapons, and 2 weapons only. A primary and a secondary. Primaries consist of assault and battle rifles, shotguns, sniper rifles, machine guns, and dual-wielded weapons. Secondaries consist of pistols, machine pistols, and bizarrely, a few chopped down variants of some shotguns and assault rifles. Players can take ammo from enemies, but not weapons, ala [[SWAT 4]] and other such tactical shooters.&lt;br /&gt;
&lt;br /&gt;
Each weapon has its own customization options, though some like the Glock 17 barely have any and others like the M4A1 may have much more than others. In addition to shared items like suppressors, weapons also have their own sets of unique addons, such as extended magazines or different finishes or grips. Mods can be removed from these weapons for no charge, and the mod in question will not be lost, merely returned to the player's inventory. However, re-adding it will again require money, with the exception of certain items that have no cost to add&lt;br /&gt;
&lt;br /&gt;
In addition to this, the Gage Weapon Pack #01 DLC introduced select-fire to weapons, and DLC owners unlock access to special addons that enable locking a weapon permanently in one fire mode, along with frag grenades. The later Gage Weapon Pack #02 DLC introduced machine guns and knives to the game. Owners of the Gage Mod Courier DLC are able to unlock a special set of free modifications that are otherwise unobtainable. As a bonus, the pack also comes with extra reticles and colors for all sights, though players without the DLC will still be able to use all the colors and a few of the new reticles. In addition, every weapon DLC pack since (and a few heist DLCs) have had even more new guns and melee weapons, and some lock weapon addons to specific achievements rather than random drops. Finally, a noteworthy addition from the Gage Shotgun Pack DLC is the option to use different shell types for any of the game's shotguns. All firearms in Payday 2 are capable of performing a &amp;quot;tactical reload&amp;quot; (i.e. reload when the magazine isn't emptied) in addition to the &amp;quot;dry&amp;quot; animation, though as is common with most contemporary non-tactical shooters, none of them retain the round currently in battery, meaning there is no &amp;quot;one round in the chamber&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As a final addition, the October 22, 2014 patch introduced akimbo weapons, which are wielded as primary weapons but are mostly identical to their single-wielded versions (aside to obvious penalties to their accuracy and recoil control). This list of weapons has expanded over time to include seven sets of pistols and three sets of sub-machine guns. Formerly, only players that had the Hitman perk deck or the Akimbo skill were able to use these weapons, though as of Update 100 (June 2, 2016) any player may use them without any skill investment at all&lt;br /&gt;
&lt;br /&gt;
As of Update #65 (The first person animation update) All base game guns (except for the Taurus Raging Bull aka Bronco .44) and some DLC weapons have received new first person animations, most notably new reloading animations. Also with this update magazines now actually have fully modeled bullets in them, on top of that, it's is possible to see the bullets in the transparent magazines of weapons such as the JP36 (G36K), Commando 553 (SG 552-2), Kobus 90 (P90) etc.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The first weapon the new players can use (alongside the Colt Model 733) is a [[Glock 17]]. It is given to the player for free as soon as they start the game. It goes by the name Chimano 88 in-game (the 88 possibly being a reference to Pistol 88, the Swedish army's designation for the Glock 17, which is their service weapon) In the early days of Payday 2, it could only use one of three suppressors, though additional mods compatible with it has since been added. The mod selection for the Glock 17 is strangely limited. It can't, for example, use the extended magazine the Glock 18 and 22 can use for whatever reason.&lt;br /&gt;
&lt;br /&gt;
It has damage and accuracy stats very slightly below most 9mm pistols in the game but it boasts a huge ammo pool and top notch concealment. The pistol has a 17 round magazine capacity which would be correct if it weren't for the extended base plate that ''should'' add two more rounds, but it doesn't. &lt;br /&gt;
It is one of seven pistols that can be dual-wielded.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note extended +2 magazine base plate that's not factored into the weapons capacity. Also note that the pistol doesn't have any markings whatsoever on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the dry mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached flashlight, they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17, neither they ever use the flashlight.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] is unlocked at reputation level 2, and is much more customizable than the starting Glock 17. It is named the &amp;quot;Crosskill&amp;quot; as it was in the first game and has an incorrect 10-round magazine instead of 7 or 8 as in reality, it's Extended Mag modification gives it the model of a Kimber 10-round magazine but it holds 16 rounds. It is one of the seven pistols that can be dual-wielded. It is also seen in the background in several menus.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine that has bullets textured inside in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Springfield Armory 1911 Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Springfield Armory 1911 Lightweight Operator.]]&lt;br /&gt;
'''Springfield Armory 1911 Lightweight Operator Akimbo'''&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the Akimbo Lightweight Operators.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Akimbo Lightweight Operators.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo Lightweight Operators.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The LO on a loading screen.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot; and is unlocked at reputation level 6, and has an incorrect 14-round capacity instead of 15. Presently, it is one of the seven pistols that can be dual-wielded. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 2.jpg|thumb|none|600px|Note that for some reason it's modeled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- holding.jpg|thumb|none|600px|The player holds Akimbo 92FS Centurions.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Akimbo 92FS Centurions.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo 92FS Centurions.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, again known as the &amp;quot;Bronco .44&amp;quot; but now featuring its full-length barrel by default. It holds 6 rounds and is unlocked at reputation level 6, and is massively powerful. As of Update 13, street cops can use this devastating weapon. It is also notably used by the female FBI Agent enemies in the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. The hammer is always shown cocked after every shot despite none of the characters ever cocking the hammer.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- holding.jpg|thumb|none|600px|The player holds the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- aim.jpg|thumb|none|600px|The player aims the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 2.jpg|thumb|none|600px|The player somehow reloads all six rounds at the same time without using a speed-loader.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Taurus Raging Bull.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Taurus Raging Bull.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at reputation level 29 and, as in the first game, is known as the &amp;quot;STRYK 18c.&amp;quot; It still features a high rate of fire, decent damage, and low accuracy. It comes with a slightly incorrect 20-round magazine (actually 19), and a tan frame and slide.  Notably, it is one of 3 select-fire capable guns in the game that does not get the fire-mode locking mods.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Glock 18C. Note large cut-out in the slide for the ported barrel, denoting this as a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Glock 18C.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert_Eagle#Desert_Eagle_Mark_XIX|IMI Desert Eagle Mark XIX]] goes by the everlasting nickname Deagle in-game. It holds an incorrect 10 rounds in its 7-round magazine. While it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. &lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if you take a close look at the back end of it.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. There must be some malfunction with the slide release as the slide doesn't lock back once the gun is dry.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. Note that the can at the end of the barrel is a makeshift oil filter suppressor.]]&lt;br /&gt;
===IMI Desert Eagle Mark XIX Akimbo===&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- holding.jpg|thumb|none|600px|The player holds Akimbo Desert Eagles.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Akimbo Desert Eagles.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the Interceptor .45 and is automatically unlocked for purchase by joining the official Payday Steam Group. It's quite powerful and uses a 13-round magazine (one more than it holds in real life for the .45 ACP version). It is one of seven pistols that can be dual-wielded (along with all variants below). It is incorrectly shown fitted with a Heckler &amp;amp; Koch Jet-Funnel mag-well extension and extended magazines that were only designed for and fit the 9mm and .40 S&amp;amp;W versions of the USP. &lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|note Jet-Funnel mag-well extension]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a blink away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The UPS Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] appears as a new gun added in the Election Day update (3/20/2014) and is named the &amp;quot;Chimano Custom&amp;quot;, with the website render marking it as a .40 S&amp;amp;W model. It has a default magazine of 16 rounds (actually 15 in real life or 17 with the +2 base-plate shown in-game) and can be modified in most of the same ways as the Glock 18C. It has a unique red fiber-optic front sight, a flared magazine well, and an OD green frame. The Custom becomes a Glock 35 if equipped with the &amp;quot;Long Slide&amp;quot; modification. This is one of the seven pistols that can be dual-wielded&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the the Custom Glock 22C. Note the slide cut-outs for the ported barrel, denoting this as a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Custom Glock 22C.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest release parade (October 22nd 2014), ''[[John Wick]]'' himself jumped aboard and brought his trusted [[Glock 26]] along for the ride. Called the '''Chimano Compact''', it tries to fill the same &amp;quot;high-capacity 9x19mm&amp;quot; role as the Beretta 92. It can stand up to it in terms of damage output and has a trivial recoil advantage, but otherwise lags a little behind on all fronts, especially so with the &amp;quot;high-capacity&amp;quot; bit. Unlocked at level 36, the $605,000 price tag is a little hard to swallow for what it is. It's also the first of the seven pistols which have separate akimbo variants classed as primary weapons.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied Glock 26. Overkill correctly set it to carry 10 rounds at a time, but didn't account for the potential extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch stealth rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was devised at an in-house &amp;quot;Chimano Custom Shop&amp;quot; instead. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the cute US flag on the upgraded slide.]]&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK(**)==&lt;br /&gt;
The [[Walther_PP_Pistol_Series#Walther_PPK|Walther PPK]] is available for purchase with the Armored Transport DLC and is known as the &amp;quot;Gruber Kurz&amp;quot; pistol. It is fairly weak but easy to conceal and incorrectly holds 14 rounds instead of 6 (.380 ACP) or 7 (.32 ACP) rounds. It was the first handgun in the game to be able to use a laser without needing anything in the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Reloading. Racking the slide.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Walther PPK.]]&lt;br /&gt;
&lt;br /&gt;
===Walther PP===&lt;br /&gt;
Modifying a Walther PPK with the &amp;quot;Long Slide&amp;quot; turns it into a [[Walther_PP_Pistol_Series#Walther_PP|Walther PP]].&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- holding.jpg|thumb|none|600px|The player holds the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- aim.jpg|thumb|none|600px|The player aims the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 1.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Walther PP.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 1.jpg|thumb|none|600px|A Walther PP with red dot sight and suppressor.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 2.jpg|thumb|none|600px|A Walther PP with red dot sight, tactical light, and IPSC compensator.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the Signature .40 and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. In-game it does the same amount of damage as the Crosskill (Springfield Armory 1911 Lightweight Operator), but most, if not all, of its stats are better compared to the Crosskill. By default, the P226 holds 12 rounds (one less than the real .40 version) and its extended magazine unusually has no concealment penalty (unlike those for most weapons)&lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magzine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as a Crimefest community milestone reward, for having 1 million members in the Payday 2 Steam group. It shoots the .410 Bore and holds 5 shells, and is classed by the game as a shotgun, so handgun skills have no effects on it. It is depicted as being ridiculously power, even more so than most of the 12 gauge shotguns, despite it's .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 1.jpg|thumb|none|600px|Note that the shells are too long and clip through the front of the gun.]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- holding.jpg|thumb|none|600px|The player holds the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- aim.jpg|thumb|none|600px|The player aims the Taurus 4510PLYFS. The hole on the hammer is in fact the keyhole of Taurus' patented Revolver Security System.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Taurus 4510PLYFS.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Taurus 4510PLYFS.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 &amp;quot;Broomhandle&amp;quot;]] appears as the &amp;quot;Broomstick&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It has rather high damage, but is hindered by its 10 round magazine.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1 holding.jpg|thumb|none|600px|The player holds the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 aim.jpg|thumb|none|600px|The player aims the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1-mele.jpg|thumb|none|600px|Pistol whipping with the Mauser C96.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mauser C96. Not the barrel of the DL-44 Heavy Blaster Pistol from ''[[Star Wars]]''.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mauser C96.]]&lt;br /&gt;
&lt;br /&gt;
===Mauser C96 carbine \ Mauser C96 &amp;quot;Broomhandle&amp;quot; Hybrid===&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 carbine]] appears if the &amp;quot;Broomstick&amp;quot; is modified with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot;.&lt;br /&gt;
[[file:C96carbine.jpg|thumb|350px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- holding.jpg|thumb|none|600px|The player holds the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- aim.jpg|thumb|none|600px|The player aims the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- mele.jpg|thumb|none|600px|Melee attack of the Mauser C96 carbine.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mauser C96 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot; as part of the Butcher DLC along with the VHS-D2 rifle. Initially a Croatian design (as the HS2000), it has an 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel -.45 ACP]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM holding.jpg|thumb|none|600px|The player holds the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM aim.jpg|thumb|none|600px|The player aims the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 1.jpg|thumb|none|600px|The player reloads the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 2.jpg|thumb|none|600px|The player reloads the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM mele.jpg|thumb|none|600px|Pistol whipping with the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 1.jpg|thumb|none|600px|Modified Version of the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 2.jpg|thumb|none|600px|Modified Version of the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army(**)==&lt;br /&gt;
A [[Single Action Army]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot; and is part of the Butcher's Western Pack DLC. By default it is the 7.5&amp;quot; &amp;quot;Cavalry&amp;quot; model, but the &amp;quot;Shootout Barrel&amp;quot; and &amp;quot;Precision Barrel&amp;quot; modifications turn it into the 5.5&amp;quot; &amp;quot;Artillery&amp;quot; and 12&amp;quot; &amp;quot;Buntline Special&amp;quot; models respectively. When firing the weapon, the player character will fan the hammer. The Single Action Army cannot be modified with other modifications, limited only to the two barrels stated above, a stock, and a pistol grip modification.&lt;br /&gt;
&lt;br /&gt;
The in-game revolver operates in strange and bizarre ways not seen on the real Single Action Army. The weapon is absurdly powerful for an antique revolver of this caliber, massively dwarfing the Bronco .44 and Deagle in stopping power despite both of them faring the other way around in reality. The extractor rod on the Peacemaker is also never used to remove spent cartridges, the player character simply opens the loading gate and puts in fresh rounds, the fired casings falling out on their own.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|350px|thumb|none|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model. - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00006.jpg|600px|thumb|none|Right side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00007.jpg|600px|thumb|none|Left side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00027.jpg|600px|thumb|none|Drawing the Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00029.jpg|600px|thumb|none|&amp;quot;Cavalry&amp;quot; Single Action Army in idle]]&lt;br /&gt;
[[File:2015-05-07 00031.jpg|600px|thumb|none|Iron sights]]&lt;br /&gt;
[[File:2015-05-07 00033.jpg|600px|thumb|none|Opening the loading gate]]&lt;br /&gt;
[[File:2015-05-07 00036.jpg|600px|thumb|none|Loading a round in, note how the player character never seem to remove the spent cartridges with the extractor rod, they just pop out of the chamber on their own and fresh bullets are then loaded. Also note the hammer in fully cocked a.k.a. &amp;quot;ready-to-fire&amp;quot; position, which is not a very safe thing considering the activity in question.]]&lt;br /&gt;
[[File:2015-05-07 00038.jpg|600px|thumb|none|Snapping the loading gate closed, yeah I winced too.]]&lt;br /&gt;
[[File:2015-05-07 00054.jpg|600px|thumb|none|Pistol whipping with the Single Action Army]]&lt;br /&gt;
[[File:2015-05-09 00030.jpg|600px|thumb|none|A Modified &amp;quot;Cavalry&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|350px|thumb|none|Single Action Army with 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips - .45 Long Colt]]&lt;br /&gt;
[[File:PAYDAY2SingleActionArmyArtilleryPreview.jpeg|600px|thumb|none|Right side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00010.jpg|600px|thumb|none|Left side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00057.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00058.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00024.jpg|600px|thumb|none|A Modified &amp;quot;Artillery&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00011.jpg|600px|thumb|none|Right side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00012.jpg|600px|thumb|none|Left side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00066.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00067.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00023.jpg|600px|thumb|none|A Modified &amp;quot;Buntline Special&amp;quot; Single Action Army]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba Autorevolver|Mateba 2006M]] was added into the game with the Alesso Heist DLC. It's called &amp;quot;Matever .357&amp;quot; in game, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell Stand Alone Complex]].  It's chambered in .357 Magnum and holds a correct 6 rounds.&lt;br /&gt;
[[File:Mateba 2006.jpg|thumb|360px|none|Mateba 2006M - .357 Magnum]]&lt;br /&gt;
[[File:Mateba 2006M PD2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Mateba 2006M ingame PD2.jpg|thumb|none|600px|The Player holding the Mateba 2006M]]&lt;br /&gt;
[[File:Mateba 2006M reload PD2.jpg|thumb|none|600px|Reloading the Mateba. Notice the unusual cylinder placement of the 2006M]]&lt;br /&gt;
&lt;br /&gt;
==IWI Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|IWI Jericho 941 PL]] was be added in the Point Break heists DLC. It's called &amp;quot;Baby Deagle&amp;quot; in game, referencing Magnum Research marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;. The weapon has the ejection port marked as 9x19 (9 Parabellum), however it has a magazine capacity of 12 rounds, indicating a .40 caliber variant. The standard 9mm variant has a capacity of 15 rounds. Additionally, the Jericho has the silver guide rod of the 941's chambered in .41 AE, if the intention was to have the Jericho chambered in that caliber, it would explain its whooping 150 damage per shot, very close to the Desert Eagle in game. &lt;br /&gt;
The PL can be modified with the &amp;quot;Spike kit&amp;quot; which makes it resemble the older steel framed [[Jericho 941|Jericho 941 F]], on top of that it can be modified with the &amp;quot;Spike grip&amp;quot; which gives it a very similar appearance as the Jericho 941 R used by Spike Spiegel in [[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]&lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 PL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his 941 in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|The Jericho 941 PL seen in the Point Break heist trailer, note the threaded extended barrel. It is notably a model with a decocker lever, Bohdi is shown decocking the pistol before holstering it in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|The new character Bohdi about to flick the decocker.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The 941 modified into a [[Jericho 941 F]] with the &amp;quot;Spike kit&amp;quot;]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc1.1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc1.2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A Non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike grip&amp;quot; to the former will make it look like Spike Spiegel's 941 R from Cowboy bebop. It is not the exact model as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc2.1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc2.2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol is another weapon added for free with the Hardcore Henry Packs DLC and is called the &amp;quot;White Streak Pistol&amp;quot; ingame. It is incorrectly depicted with a 12-round magazine capacity instead the real life 15-round capacity, even with its &amp;quot;Extended Magazine&amp;quot; mod it only brings it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available), the capacity and high damage show that its stats are a copy-and-paste of the Jericho 941 RPL's stats.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets, classic...]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]], a cheap Double Eagle airsoft one at that, and is unlocked at reputation level 2. It holds an incorrect magazine size of 40 rounds in a short 16-round magazine.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|350px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- holding.jpg|thumb|none|600px|The player holds the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- aim.jpg|thumb|none|600px|The player aims the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- mele.jpg|thumb|none|600px|Melee attack of the MAC-11.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Ingram MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Ingram MAC-11. This is its stock magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from Payday: The Heist, again known as the &amp;quot;Compact-5&amp;quot; and still in use by some SWAT units. It is unlocked at reputation level 13 and starts out as an MP5A4 but can be changed, via the combination of different mods, into a MP5A5, MP5/10, MP5SD5, MP5SD6, or MP5KA4. The Cloaker enemy has a cut down pseudo MP5/40 with an A3 stock and various mods that only they can use, as of update 61 however, it's possible to use the MP5 with 10mm ammo. The actual weapon is not converted into an actual MP5/10 however, as it lacks the bolt release.&lt;br /&gt;
&lt;br /&gt;
As of update 97.4, it's possible to dual wield MP5s. These dual-wielded MP5s lack stocks and it is not possible to attach them.&lt;br /&gt;
[[file:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 left.jpg|thumb|none|600px|MP5A4. Note the odd depiction of the HK fire mode pictograms, There seems to be no safe setting and the semi-auto setting is white like the safe setting instead of being red like the other fire modes. Compare this to the above picture.]]&lt;br /&gt;
[[File:MP5A4 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 left.jpg|thumb|none|600px|MP5A5.]]&lt;br /&gt;
[[Image:MP540.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:Payday2_Cloaker%27sMP540.jpg|thumb|none|600px|The unique MP5/40 wielded by the Cloaker enemy. Didn't help him much... &amp;lt;br&amp;gt; It lacks the bolt release of a true MP5/40.]]&lt;br /&gt;
[[File:Payday2_CloakersMP540_3.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 left.jpg|thumb|none|600px|MP5/10.]]&lt;br /&gt;
[[file:H&amp;amp;K-MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD5 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 left.jpg|thumb|none|600px|MP5SD5.]]&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 left.jpg|thumb|none|600px|MP5SD6.]]&lt;br /&gt;
[[file:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5KA4 - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 left.jpg|thumb|none|600px|MP5KA4.]]&lt;br /&gt;
[[file:MP5A4 PD2 idle.jpg|thumb|none|600px|Holding the MP5A4.]]&lt;br /&gt;
[[file:MP5A5 PD2 Iron sights.jpg|thumb|none|600px|Iron sights of the MP5A5.]]&lt;br /&gt;
[[file:MP5SD6 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5SD6.]]&lt;br /&gt;
[[file:MP5.10 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5/10.]]&lt;br /&gt;
[[file:MP5KA4 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5KA4. Sokol resorts to gently pushing down the bolt instead of going for the ubiquitous slap.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3. This MP5 model is used across several enemy types. It has a Safe/Single/Auto trigger group as opposed to the Safe/Single/Burst/Auto trigger group used by the player available MP5s, making it an A3 model.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 MP5 akimbo holding.jpg|thumb|600px|none|Dallas with his two MP5s.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo aiming.jpg|thumb|600px|none|Aiming the MP5s produces the expected results. Atleast it's better than nothing...?]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading1.jpg|thumb|600px|none|Reloading. Somehow dropping the magazines with both hands full.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading2.jpg|thumb|600px|none|Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc1.jpg|thumb|600px|none|Running with the MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc2.jpg|thumb|600px|none|John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the [http://www.imfdb.org/wiki/The_Matrix#Heckler_.26_Koch_MP5K good ol' days]. Note the lack of an ambi fire-selector, something that would have been very handy when dual-wielding any gun.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Steyr_TMP#Brügger &amp;amp; Thomet MP9|B&amp;amp;T MP9]] appears as the &amp;quot;CMP&amp;quot; and is unlocked at reputation level 19, in reference to the Steyr TMP lookalike in the Nintendo 64 title ''Perfect Dark''. It has an unfortunate niche in the stat rankings where it's not able to muster enough brawn to plug heavier SWAT in single headshots, but isn't quite small enough to pocket for stealth tasks either. What makes it such a hidden gem are the terrific accuracy and stability for its fire rate, which mean that it can put three rounds into a helmet where other SMGs could only place one before jumping off mark. The quick reload, deep ammo pool and agreeable hipfire performance are just further perks.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only crimp is the missing fire selection dial. It'd normally sit near the magazine release in thumb's reach, but this one uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The &amp;quot;Solid Stock&amp;quot; comes standard in the MP9N-A4 model, the 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The last one in the bunch come along only recently in the Butcher's Mod Pack.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off the night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too fast to use over a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with an optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got their shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is. The sidearms carried by FBI Heavy Response Shields didn't have to conform to that change.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN_P90#P90_TR|FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has the highest magazine size of any secondary, but only comes with a total of three mags. If the Long Barrel mod is put on the gun, it will resemble the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|In-game.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:P90 PD2 modified left.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
[[file:P90 PD2 modified right.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that does not get the fire-mode locking mods.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- holding.jpg|thumb|none|600px|The player holds the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- aim.jpg|thumb|none|600px|The player aims the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Thompson M1928. Note how the charging handle isn't locked back when the reload is started, which in reality would make the &amp;quot;L&amp;quot; drum unable to be removed.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1-reloading 2.jpg|thumb|none|600px|The player reloads the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Thompson M1928.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Thompson M1928.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45]] is named the &amp;quot;Swedish K SMG&amp;quot; in game and incorrectly holds 40 rounds in the magazine instead of 36, though it is inaccurate and carries only 80 total rounds. It is available for purchase to anyone who owns the Armored Transport DLC. The in-game weapon is based on the military version of the M/45, as evident by the lack of a fire selector.&lt;br /&gt;
&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- holding.jpg|thumb|none|600px|The player holds the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- aim.jpg|thumb|none|600px|The player aims the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Carl Gustav M/45.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Carl Gustav M/45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2(**)==&lt;br /&gt;
The [[ MP7 | Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;Spec-Ops SMG&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. It comes with its 20-round magazine by default and the Extended Mag mod gives it a 40-round magazine that only holds 32 rounds.&lt;br /&gt;
[[file:MP7A2.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- holding.jpg|thumb|none|600px|The player holds the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- aim.jpg|thumb|none|600px|The player aims the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- mele.jpg|thumb|none|600px|Melee attack of the the MP7A2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Heckler &amp;amp; Koch MP7A2. The player has to pay up in order to extend the stock for some strange reason.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Heckler &amp;amp; Koch MP7A2.]]&lt;br /&gt;
[[file:PD2 MP7A2 reload.jpg|thumb|none|600px|Reloading the MP7A2 with several mods, including it's unique suppressor, extended magazine, laser, and Trijicon sight. The animation has surprisingly remained unchanged unlike most other weapons.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz.61 Skorpion(**)==&lt;br /&gt;
The [[Sa. Vz.61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. Its &amp;quot;Extended Magazine&amp;quot; modification is odd, increasing the magazine size from 20 to 40 rounds despite simply being a second magazine clamped to the side of the one in the gun, somehow it feeds from both at the same time.&lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- holding.jpg|thumb|none|600px|The player holds the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- aim.jpg|thumb|none|600px|The player aims the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- mele.jpg|thumb|none|600px|Melee attack of the Vz.61 Skorpion.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Vz.61 Skorpion. Note the clamped together magazines of the &amp;quot;Extended Magazine&amp;quot; modification.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. &lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes this mistake very obvious.]] &lt;br /&gt;
&lt;br /&gt;
===Intratec AB-10===&lt;br /&gt;
The [[Intratec AB-10]] is used if the TEC-9 is equipped with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 30 rounds instead of 32 and comes equipped with the distinctive &amp;quot;K&amp;quot; foregrip by default.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|400px|IMI Uzi with buttstock collapsed - 9x19mm]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- holding.jpg|thumb|none|600px|The player holds the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- aim.jpg|thumb|none|600px|The player aims the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- mele.jpg|thumb|none|600px|Melee attack of the the Uzi.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the IMI Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the IMI Uzi.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A1(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A1]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling Mk. IV Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- holding.jpg|thumb|none|600px|The player holds the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- aim.jpg|thumb|none|600px|The player aims the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Sterling L2A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 3.jpg|thumb|none|600px|Modified Version of the Sterling L2A1. Note the foregrip based on the E-11 Blasters from [[Star Wars]].]]&lt;br /&gt;
&lt;br /&gt;
===Sterling L34A1(**)===&lt;br /&gt;
The [[Sterling SMG|Sterling L34A1]] is used if the Sterling L2A1 is equipped with the &amp;quot;Suppressed Barrel&amp;quot; modification. Like the Sterling L2A1, it incorrectly holds 20 rounds which can be modified to 30, closer to the correct 34. &lt;br /&gt;
[[file:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|400px|Sterling L34A1 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- holding.jpg|thumb|none|600px|The player holds the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- aim.jpg|thumb|none|600px|The player aims the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Sterling L34A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Sterling L34A1.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the Jacket Character Pack. It holds a correct 32 rounds and has a after-market vertical foregrip in place of the barrel nut.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 holding.jpg|thumb|none|600px|The player holds the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 aim.jpg|thumb|none|600px|The player aims the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 1.jpg|thumb|none|600px|The player reloads the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 2.jpg|thumb|none|600px|The player reloads the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 mele.jpg|thumb|none|600px|Melee attack of the Cobray M11/9.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 1.jpg|thumb|none|600px|Modified Version of the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 2.jpg|thumb|none|600px|Modified Version of the Cobray M11/9.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the Gage Ninja Pack DLC. It's called &amp;quot;Kross Vertex&amp;quot; in-game. It can be modified with a long barrel to make it resemble the Vector CRB, which is the civilian semi-auto only variant. The weapon also has its own unique suppressor. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|KRISS Vector - .45 ACP]]&lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the actual bolt release isn't pressed, instead the surface underneath is.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the Yakuza Character Pack.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Reloading. Note how there is no bullet in the chamber.]]&lt;br /&gt;
[[File:Micro Uzi PD2 left modified.jpg|thumb|none|600px|Modified.]]&lt;br /&gt;
[[File:Micro Uzi PD2 right modified.jpg|thumb|none|600px|Modified.]]&lt;br /&gt;
&lt;br /&gt;
==TsNIITochMash SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is Veresk translated to English. It's notably the only subgun so far that can be dual-wielded. It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats are a copy-and-paste (sans the rate of fire and stability) of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece)&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in russain, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:PD2 SR2 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo reloading.jpg|thumb|600px|none|Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used only by some NPCs, namely the GenSec Elite SWAT and the Murkywater PMC enemies. It is unavailable for player use at the present time.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Payday2_GenSecElites.jpg|thumb|none|600px|The  GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP45 misc.jpg|thumb|600px|none|A dropped UMP45.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines / Assault Rifles / Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
The K23 and [[AKMSU]] count as SMG's in-game, but are actually carbines, therefor their entries will appear here.&lt;br /&gt;
&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKS-74==&lt;br /&gt;
The [[AKS-74|Izhmash AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called AK Rifle and holds 30 rounds. It can become a regular [[AK-74]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|501px|Izhmash AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M4/M4A1_Carbine#M4.2FM4A1_Carbine|Colt M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gasblock. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. As in the first Payday, this weapon is still used by SWAT Snipers, despite there being more appropriate weapon models available, though the FBI Files claims them to be chambered in higher-caliber rounds than the normal weapon. &lt;br /&gt;
&lt;br /&gt;
The CAR-4 has a ridicules amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the CAR resemble a whole host of different real world AR variants.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|Colt M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday has the fire selector set to full-auto instead of safe or some other ungodly location.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a CAR-4 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SalientArmsTier1 AR.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the CAR-4 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual ingame NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with theirs, note the laser.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle still lacks the bolt release of an A3. Oddly, instead of its build-in folding foregrip it has a section of rail added to the hinge and an aftermarket vertical grip attached to said rail.&lt;br /&gt;
Upon launch, the rifle can be seen using a Magpul PMAG, which suggests it was not based entirely on an authentic AUG. After the animation update, however, it gains the AUG's proprietary magazine.&lt;br /&gt;
As of update 61, the Raptor polymer body was added as a mod for the weapon, this mod will give the weapon the appearance of the Thales F90.&lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 is a future replacement for the Australian F88 Austeyr - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:AUG A2 PD2 modified left.jpg|thumb|none|600px|Modified Version. Here the weapon has been modified with the Raptor polymer body, making the weapon resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
[[file:AUG A2 PD2 modified right.jpg|thumb|none|600px|Modified Version.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMS==&lt;br /&gt;
The [[AKMS|Izhmash AKMS]] appears as the AK.762 and is unlocked at reputation level 16.It holds 30 rounds and has less total ammunition than the AKS-74. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Reloading. A round can be seen in the chamber as the charging handle is pulled.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They are the only enemies so far to do so.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36K|Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy, and a deep 240 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this JP is a KV. The proportions are a little off and the barrel is a different length, hinting that it might've been modeled from an airsoft cousin.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops1.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36C|G36C]].&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[M16_rifle_series#Olympic_Arms_K23B|OA K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[M16_rifle_series#CQB-R / Mk. 18 Mod 0|Mk. 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk. 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reload like this (As of update 65, the AMR-16 has received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M14==&lt;br /&gt;
A [[M14|Springfield Armory M14]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode. The weapon can be modified with a JAE 100 G3 stock or a SAGE EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|Springfield Armory M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|500px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO. A real Mk 14 has a 18&amp;quot; barrel as opposed to the 16&amp;quot; one in-game.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading1.jpg|thumb|none|600px|Reloading. Here the weapon has been modified with a SAGE EBR Chassis to resemble a Mk 14 Mod 0 EBR.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading2.jpg|thumb|none|600px|Reloading. Payday 2 could be one of the first games where the bolt release is used to chamber a new round on an M14-type rifle instead of giving the charging handle a pull.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 right.jpg|thumb|none|600px|Modified Version of the M14 DMR in a SAGE EBR Chassis.]]&lt;br /&gt;
[[file:Payday2 M1A Socom variant 2.jpg|thumb|none|600px|Modified Version of the M14 DMR in a JAE 100 G3 stock.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMSU==&lt;br /&gt;
A variant on the [[AKMSU|Izhmash AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a secondary weapon, rather than a primary like the other three Kalashnikov rifles.&lt;br /&gt;
&lt;br /&gt;
As of update 97.4, it's possible to dual wield AKMSUs. These dual-wielded AKMSUs lack stocks and it is not possible to attach any&lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|Izhmash AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:PD2 AKMSU akimbo right.jpg|thumb|600px|none|This is a bad idea.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo holding.jpg|thumb|600px|none|...but Dallas don't care.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo reloading.jpg|thumb|600px|none|Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?]]&lt;br /&gt;
&lt;br /&gt;
==Romanian AIMR==&lt;br /&gt;
Attaching the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the Izhmash AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]] (although the AKMS stock remains the same).&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AIMR.jpg|thumb|none|600px|A presumable AIMR heavily dressed in new furniture with a nice PBS-1 suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5]] family appears as the '''AK5''', all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5B]]. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Cesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;. Decorated here with a yellow laser module and a Lancer L5 magazine.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN_FNC#FN_FNC|FN Herstal FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the FN Ak's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16#M16A4_Rifle|Colt M16A4]] with a short barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|Colt M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. Putting an actual 30 round mag in gun gives it 38 rounds.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Reloading. Pulling the charging handle.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Colt M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Colt M16A4.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG_SG_550#SIG_SG_552|SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It Holds 30 rounds. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown&lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note the empty, translucent magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the magazine is not only full but also has the appropriated amount of ammo in it!]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Reloading. Hitting the bolt release.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SIG 552-2 PD2 modified left.jpg|thumb|none|600px|Modified version. Notice the railed handguard.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN_SCAR#FN_SCAR-H|FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Reloading. For some reason the charging handle doesn't lock back, so instead it's pulled to chamber a new round. In the original animation the bolt release was used instead.]]&lt;br /&gt;
[[File:PD2 SCAR-H misc1.jpg|thumb|600px|none|After receiving some buckshot, a former Murkywater PMC drops his SCAR-H. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR-H misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator. Note that the rail extension is for an AR-15 and not the SCAR platform.]]&lt;br /&gt;
[[File:SCAR-H PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==FN  FAL(**)==&lt;br /&gt;
The [[FN_FAL#FN_FAL|FN FAL]] appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. Notably, the FAL was the first weapon to have its accessories linked to DLC achievements rather than random drops. It notably has a DSA railed upper-receiver.  &lt;br /&gt;
[[File:FN_FAL_50_00.jpg|thumb|none|500px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA upper-receiver.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The FAL can become a [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] with the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|500px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:FalconRifle4.jpg|thumb|none|600px|Version of the FN FAL modified into a DSA SA58 OSW.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Romat===&lt;br /&gt;
Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the FAL allows it to impersonate the [[FN_FAL#IMI_Romat|IMI Romat]] (although the FAL rear sight, DSA upper-receiver, and barrel remain the same). &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL.jpg.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL_2.jpg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS#FAMAS_F1|FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; and is unlocked for purchase by buying the Gage Assault Pack DLC. It incorrectly holds 30 rounds instead of 25.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 1.jpg|thumb|none|600px|I]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- holding.jpg|thumb|none|600px|The player holds the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- aim.jpg|thumb|none|600px|The player aims the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the FAMAS F1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the FAMAS F1.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G1===&lt;br /&gt;
The [[FAMAS#FAMAS_G2|FAMAS G1]] is used if the &amp;quot;G2 Grip&amp;quot; is equipped on the FAMAS F1 (Before Update #37, &amp;quot;G2 Grip&amp;quot; was called &amp;quot;Retro Grip&amp;quot; although the FAMAS G1 is newer model of FAMAS F1). Like the FAMAS F1, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[file:FAMAS F2.jpg|thumb|none|500px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 1.jpg|thumb|none|600px|Modified Version of the FAMAS G1.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 2.jpg|thumb|none|600px|Modified Version of the FAMAS G1.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the Gage Assault Pack DLC. It incorrectly holds 30 rounds instead of 25, a higher than real life ROF, and is shown with an unusable bipod extended&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:Payday2_galil_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galil.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet, even though there was more than one left...]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Reloading. Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
&lt;br /&gt;
===IMI Galil MAR/Galil 7.62 Hybrid===&lt;br /&gt;
A [[Galil#Galil MAR|IMI Galil MAR/Galil 7.62 Hybrid]] is created if the Galil ARM is equipped with the &amp;quot;CQB Foregrip&amp;quot; and &amp;quot;Skeletal Stock&amp;quot; modification. Like the Galil ARM, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil_m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilmar.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galilmar_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===IMI Galil Sniper Rifle===&lt;br /&gt;
The [[Galil#Galil Sniper Rifle|IMI Galil Sniper Rifle]] is used if the Galil ARM is equipped with the &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; modification. Like the Galil ARM, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilsniper.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galilsniper_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; and is available to purchase for owners of the Gage Assault Pack DLC. It holds 20 rounds, has quite a bit of recoil and stopping power. It can be mocked up as a [[PSG-1]] lookalike with the Precision stock, grip, foregrip, and the DMR kit, the latter giving the gun the PSG-like barrel, trigger, and 10 round magazine.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...chambering a round.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3 modified to ''look'' like a PSG-1.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG isn't ambidextrous and it does have a forward assist, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield_L85_rifle_series#L85A2|Enfield L85A2]] was added alongside the ''Clover Character Pack'' as the &amp;quot;Queen's Wrath&amp;quot;.  Notably, it is the only select-fire capable primary (and one of three select-fire guns available in the entire game) that does not get the fire-mode locking mods. By default it holds 30 rounds and has a Grippod vertical grip.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|Enfield L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- holding.jpg|thumb|none|600px|The player holds the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- aim.jpg|thumb|none|600px|The player aims the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- mele.jpg|thumb|none|600px|Melee attack of the L85A2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Enfield L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Enfield L85A2.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the Dragan Character Pack DLC, much like the L85A2 was part of Clover's DLC. It is known internally as the &amp;quot;Lion's Roar&amp;quot;, has a high rate of fire and overall good stats, though it has a long reload time and if unmodified, high recoil.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 holding.jpg|thumb|none|600px|The player holds the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 aim.jpg|thumb|none|600px|The player aims the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 1.jpg|thumb|none|600px|The player reloads the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 2.jpg|thumb|none|600px|The player reloads the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 mele.jpg|thumb|none|600px|Melee attack of the VHS-D2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 1.jpg|thumb|none|600px|Modified Version of the HS Produkt VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 2.jpg|thumb|none|600px|Modified Version of the HS Produkt VHS-D2.]]&lt;br /&gt;
===HS Produkt VHS-K2===&lt;br /&gt;
The Lion's Roar becomes the HS Produkt VHS-K2 when equipped with the &amp;quot;Short Barrel&amp;quot;.&lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==TsNIITochMash AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It can be modified into the [[VSS Vintorez]] if the &amp;quot;Solid Stock&amp;quot; is applied.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:AS val rightside PD2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 reloading1.jpg|thumb|none|600px|Reloading the AS Val. Note the bullets in the magazine]]&lt;br /&gt;
[[File:AS Val PD2 reloding2.jpg|thumb|none|600px|Reloading. Pulling the charging handle]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
&lt;br /&gt;
===SUB-2000 Gen 2===&lt;br /&gt;
Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen2 shape. It seems to be an interpretation of a Red Lion Precision rail combo, but instead of concealing the suppressor inside the rails, a short rail was used as a base for an enormous mystery suppressor.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] was added with the Sydney character pack. It actually goes by two names in-universe. The rifle is called SG416C but Sydney renamed it &amp;quot;Bootleg Rifle&amp;quot; after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It is permanently fitted with a 100-round Beta C-Mag and a Magpul RVG vertical foregrip.&lt;br /&gt;
[[Image:HK416C.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416C carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] &lt;br /&gt;
[[File:PD2 416C right.jpg|thumb|600px|none|Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. ]] &lt;br /&gt;
[[File:PD2 416C holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 416C iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 416C reloading1.jpg|thumb|600px|none|Reloading. Dumping the empty drum...]] &lt;br /&gt;
[[File:PD2 416C reloading2.jpg|thumb|600px|none|...inserting a new one... (Here you can see &amp;quot;SG 416 C&amp;quot; on the mag-well.)]] &lt;br /&gt;
[[File:PD2 416C reloading3.jpg|thumb|600px|none|...and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]] is called the &amp;quot;Reinfeld 880&amp;quot; and is unlocked at reputation level 8, it has synthetic furniture instead of wood and it has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer.&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|500px|Remington Model 870 Field Gun - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge shells...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge shell.]]&lt;br /&gt;
[[File:PD2 M870 cops.jpg|thumb|500px|none|A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.]] &lt;br /&gt;
[[File:PD2 M870 dozer.jpg|thumb|500px|none|The green dozer's 870.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at reputation level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. It is overall similar to its full-sized counterpart, but has slightly higher damage and a higher rate of fire but shorter range and lower accuracy.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash Saiga-12K==&lt;br /&gt;
The [[Saiga 12K|Izhmash Saiga-12K]] appears as the ninth primary weapon, and is shown as being fully-automatic with select fire available. Prior to the Gage Shotgun Pack DLC, it was the only semi-auto shotgun in the game. The model is not an actual Saiga-12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-12 style front trunion (lacking the corresponding rivets however). It is called the &amp;quot;IZHMA 12G&amp;quot; and is unlocked at reputation level 26 and holds 7 shells. It is notably used by a Bulldozer variant called the &amp;quot;Killdozer&amp;quot; that wears black armor. His model of Saiga-12K uniquely has an unobtainable black solid stock, and before it was removed in a patch, a drum magazine. The Saiga-12K is also used by the FBI informant that sold out the gang in the Hoxton Revenge heist, if the informant's panic room is opened after the heist has gone loud.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Izhmash Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga-12K, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard keeping the optic stable.]]&lt;br /&gt;
[[File:PD2 Saiga dozer.jpg|thumb|500px|none|The black dozers step up their shotgun game with a Saiga-12K.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at reputation level 39. Obviously it only holds two shells but is one of the most powerful weapons in the game. It has only two modifications, &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special,&amp;quot; both of which saw down the barrels and stock respectively&lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun holding.jpg|thumb|none|600px|The player holds the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun aim.jpg|thumb|none|600px|The player aims the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 1.jpg|thumb|none|600px|The player reloads the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 2.jpg|thumb|none|600px|The player reloads the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun mele.jpg|thumb|none|600px|Melee attack of the Double Barreled Shotgun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 double barrel variant 1.jpg|thumb|none|600px|Modified Version of the Double Barreled Shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===Sawn-Off Double Barreled Shotgun===&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun|Sawed Off Shotgun]] is used when the Mosconi 12G is modified. The &amp;quot;Road Warrior&amp;quot; barrel saws the barrels down, while the [[The_Wire_-_Season_1#Unknown_Double_Barrel_Shotgun|&amp;quot;Gangsta Special&amp;quot;]] saws off the stock.&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun holding.jpg|thumb|none|600px|The player holds the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun aim.jpg|thumb|none|600px|The player aims the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 1.jpg|thumb|none|600px|The player reloads the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 2.jpg|thumb|none|600px|The player reloads the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun mele.jpg|thumb|none|600px|Melee attack of the Sawn-Off Shotgun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sawed off variant 1.jpg|thumb|none|600px|Sawn-Off Shotgun with stock untouched.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as a new gun added in the Crimefest update (10/26/2014) and is called the Predator 12G. It correctly fires in semi auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds an incorrect 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2_SPAS12.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:Payday2_SPAS12_2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After doing so, Dallas flips over the SPAS-12 and racks the charging handle, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta S3/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced with the Bonnie Character Update in March 13th appears to be a hybrid of the Beretta S3 O/U and CZ Redhead Deluxe O/U. Named the &amp;quot;Joceline O/U 12G&amp;quot; in-game.&lt;br /&gt;
[[File:Beretta Side Lock Model S3.jpg|thumb|none|500px|Beretta S3 O/U - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading1.jpg|thumb|none|600px|Reloading. Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading. Note the unstuck primers.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Reloading. Two shells, one hand.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified left.jpg|thumb|none|600px|Modified version. The barrels has been sawed-off...]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified right.jpg|thumb|none|600px|..and a fancy shell holder has been put on the stock.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. First introduced in the Death Wish Update in the hands of some GenSec Elite SWATs, though with a fixed stock. A player-usable version was finally added in the Gage Shotgun Pack DLC. It holds 8 shells in the tube by default (as opposed to its real life counterpart's 7).&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- holding.jpg|thumb|none|600px|The player holds the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- aim.jpg|thumb|none|600px|The player aims the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Benelli M4.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Benelli M4 Super 90.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Tactical===&lt;br /&gt;
The Benelli M4 Tactical is used if the M1014 is equipped with the &amp;quot;Solid Stock&amp;quot;&lt;br /&gt;
[[File:M4 Tactical.jpg|thumb|none|500px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 NFA===&lt;br /&gt;
The Benelli M4 NFA is used when the M1014 is equipped with the &amp;quot;Short Barrel&amp;quot;.&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 NFA Tactical===&lt;br /&gt;
The Benelli M4 NFA Tactical is used if the M1014 is equipped with the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot;&lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Notably it is one of the most concealable shotguns in the game and has the highest capacity of any of them. Holds 14 shells and was added in the Gage Shotgun Pack DLC.&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:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
&lt;br /&gt;
==Sentinel Arms Striker-12(**)==&lt;br /&gt;
The humble fixed-drum [[Armsel Striker and variants#Examples of the Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. In Overkill's usual fashion, it's a mix of all of the different versions mooshed together in a highly educated, equal measure. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|Cobray Street Sweeper - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance level of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms magazine's spring-loaded thumb tab actually used to advance the drum during reloads. The big tube on the end is an exclusive integral suppressor to further drive the gun into fantasy land.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12 CQB(**)==&lt;br /&gt;
Added with the release of The Butcher's BBQ Pack was an [[AA-12|MPS AA-12 CQB]] as evident by its short barrel, known internally as the &amp;quot;Steakout 12G&amp;quot;. Comes default with a 8-round box magazine and an entirely fictional semi/auto selective fire capability as all extant AA-12 models are capable of fully automatic fire only. Its in-game rate of fire of 300 matches that of the real weapon.&lt;br /&gt;
Optional enhancements includes a 20-round drum, a long barrel, and custom integral suppressor. When any optics are mounted it gains a railed mount with a useless shell rack on the left side, replacing the whole rear sight.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|The MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:2015-04-22 00009.jpg|thumb|none|600px|In-game preview of the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00010.jpg|thumb|none|600px|Player holding the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00011.jpg|thumb|none|600px|Stock ironsights of the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00013.jpg|thumb|none|600px|Player reloading the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00023.jpg|thumb|none|600px|Melee attack of the AA-12 CQB.]]&lt;br /&gt;
&lt;br /&gt;
===MPS AA-12===&lt;br /&gt;
The &amp;quot;Steakout 12G&amp;quot; becomes a regular AA-12 when fitted with the &amp;quot;Long Barrel&amp;quot; modification.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:2015-04-22 00018.jpg|thumb|none|600px|In-game preview of the the now regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the Goat Simulator DLC (where do they get these ideas?) a full-size [[Ithaca 37]] was added, oddly as a secondary weapon. Called GSPS 12G in-game. It incorrectly holds 7 rounds in the standard 4-round tube magazine.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 riot version - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca with the Riot barrel and Riot grip. The grip isn't actually an riot configuration but rather just a sawed-off variant.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[http://www.imfdb.org/wiki/No_country_for_old_men#Remington_11-87 No Ithaca for old men.]]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gage Weapon Pack #02&amp;quot; downloadable content pack introduced three light machine guns to the players' arsenal. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and The &amp;quot;Crimefest 2015&amp;quot; introduced the Ksp 58. The weapons can only be hip-fired and are very inaccurate. The bipods cannot be unfolded without the Lion Bipod attachment, introduced during CrimeFest 2015, which greatly stabilizes the weapon but immobilizes the player and restricts their field of fire to a roughly ninety-degree arc.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMG's in game, the MG42 and FN M240 are actually GPMG (General Purpose Machine Guns)&lt;br /&gt;
&lt;br /&gt;
==Izhmash RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK modified right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249 Para]] appears as the &amp;quot;KSP&amp;quot; and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|FN M249 SAW Paratrooper version with 200-round ammo drum  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommend.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his M249. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
[[File:PD2 M249 dozer.jpg|thumb|500px|none|A skull dozer ready to tear up some heisters with his M249.]] &lt;br /&gt;
===FN M249-E2 SAW===&lt;br /&gt;
The &amp;quot;Soild Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; attachments can make a M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|]] &lt;br /&gt;
===FN Mk 46 Mod 0===&lt;br /&gt;
The &amp;quot;Railed Foregrip&amp;quot; and &amp;quot;Soild Stock&amp;quot; attachments can make a M249 Para that resembles the [[FN_Minimi#Mk 46 Mod 0|Mk 46 Mod 0]], though the M249 keeps its STANAG mag well.&lt;br /&gt;
[[file:Mk46.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style rear-sight rather than the 21E's real rear sight. It has a front grip that's tilted to the left in order to making it easier to hold. &lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and has the highest rate of fire of the LMGs.&lt;br /&gt;
[[file:MG42 Left.jpg|thumb|500px|none|MG 42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|The player holds the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- aim.jpg|thumb|none|600px|The player aims the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- mele.jpg|thumb|none|600px|Melee attack of the MG 42.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 1.jpg|thumb|none|600px|Modified version of the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 2.jpg|thumb|none|600px|Modified version of the MG 42 with a barrel based on the DLT-19 Heavy Blaster Rifle from [[Star Wars]], with was actually made from a [[MG34]].]]&lt;br /&gt;
&lt;br /&gt;
==FN M240==&lt;br /&gt;
Although it's called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;Crimefest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|FN M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|Carl Gustaf Ksp 58 B  - 7.62x51mm NATO. For comparison]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The &amp;quot;Ksp 58&amp;quot;.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new ammo box.]]&lt;br /&gt;
[[File:PD2 M240 modified left.jpg|thumb|600px|none|Modified version with a short barrel, bipod, plastic Stock and...]]&lt;br /&gt;
[[File:PD2 M240 modified right.jpg|thumb|600px|none|...an AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' Downloadable Content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a .45 degree off-set iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the Point Break heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
==Remington MSR==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at reputation level 15. It is featured either with a default and non-standard wooden body or the optional and proper aluminium alloy body. It uses a 10 round magazine. &lt;br /&gt;
[[File:RemingtonMSR.jpg|thumb|none|500px|Remington MSR - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right.jpg|thumb|none|600px|Tactical Aluminium Alloy body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left.jpg|thumb|none|600px|Tactical Aluminium Alloy body.]]&lt;br /&gt;
[[File:Remington MSR PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt. Here the weapon has been modified with its own unique suppressor. The Suppressor is actually based of the MSR's real world equivalent]]&lt;br /&gt;
[[File:Remington MSR PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine. Note the backup iron sights.]]&lt;br /&gt;
[[File:PD2 MSR reloading2.5.jpg|thumb|none|600px|Reloading. The new magazine is inserted and the bolt is cycled to chamber the round. Notice the actual bullet in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 LRS2==&lt;br /&gt;
The [[Blaser R93|Blaser R93 LRS2 Precision Sniper Rifle]] appears as the &amp;quot;R93&amp;quot; and is unlocked at reputation level 35. It is featured either with a default polymer or optional wooden body. It uses a 6-round magazine (one more than it holds real life). &lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 LRS2 Precision Sniper Rifle - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_R93_Right.jpg|thumb|none|600px|Standard body.]]&lt;br /&gt;
[[File:Payday_2_R93_Left.jpg|thumb|none|600px|Standard body.]]&lt;br /&gt;
[[File:Payday_2_R93_Right_wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_R93_Left_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:R93 PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:R93 PD2 reloading1.jpg|thumb|none|600px|Reloading. How the top most bullet stays in place is a mystery.]]&lt;br /&gt;
[[File:R93 PD2 reloading2.jpg|thumb|none|600px|Reloading. The new magazine is in and a round is chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at reputation level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the second most powerful one so far, having an astounding damage stat of '''2880''', second only to the RPG-7 included with the OVERKILL Pack, which deals a solid 10000 damage per shot.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 scope rectile.jpg|thumb|600px|none|The rectile of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the rectile shape or color on this scope.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:PD2 M95 right modified.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 left modified.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M1907 Carbine]] is seen as the &amp;quot;Mosin-Nagant&amp;quot; and is part of the Gage Historical Pack DLC. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70.&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon!]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|The Mosin Nagant can be modified with a M38 carbine length barrel...]] &lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|...and a full length M91/30 one.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] was added with the Gage Ninja Pack DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot;. The actual WA 2000 is chambered in .300 Winchester or 7.5x55mm Swiss, so the .308 in the name wrongly suggest the weapon is chambered in .308. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:WA2000 PD2 rightside.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:WA2000 PD2 idle.jpg|thumb|none|600px|The WA 2000 in game.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant it can use, and starts out with, iron sights. It can be modified with a long barrel, suppressed barrel, and a unique magnified scope. However, it can not be customized with modern modifications like lasers and sights besides the one unique to it.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:2015-05-08 00013.jpg|thumb|none|600px|Right side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-08 00014.jpg|thumb|none|600px|Left side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-07 00059.jpg|thumb|none|600px|The Winchester Model 1873 in-game.]]&lt;br /&gt;
[[File:2015-05-07 00061.jpg|thumb|none|600px|Iron-sights.]]&lt;br /&gt;
[[File:2015-05-07 00062.jpg|thumb|none|600px|Loading a round in.]]&lt;br /&gt;
[[File:2015-05-07 00063.jpg|thumb|none|600px|Cocking the lever.]]&lt;br /&gt;
[[File:2015-05-07 00065.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
[[File:2015-05-09 00031.jpg|thumb|none|600px|A modified Winchester Model 1873]]&lt;br /&gt;
[[File:2015-05-09 00032.jpg|thumb|none|600px|Another modified Winchester Model 1873]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] was added along for free with the character Bodhi from the [http://www.imfdb.org/wiki/Point_Break_%282015%29 Point Break remake]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. &lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty!]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC (unlike the first game that had it by default) It's called GL40 in-game, same as the first Payday. It is possible to hurt or kill ones own team members with it so it pays to be careful when using it. Additionally, the grenades have no arming distance and can be shoot out of the air by gunfire from police. This can be especially dangerous as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt.&lt;br /&gt;
&lt;br /&gt;
All the grenade launchers deal the same damage, 340.&lt;br /&gt;
&lt;br /&gt;
The front leaf sight on the M79 model acts as an in-built gadget, and pressing the enable gadget key (default &amp;quot;G&amp;quot;), allows the player to fire grenades at a much higher arc than usual.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock.&lt;br /&gt;
[[Image: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;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|Reloading the Mk 1L can take as long as 15 seconds(!) if the user has gone through the whole cylinder. This is because each fired grenade is pulled out and subsequently replaced with a new one. Here a new grenade is loaded.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Reloading. Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 10000, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it's hit by enemy fire, something that happens a lot on more intense heists. &lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 mele.jpg|thumb|none|600px|Melee attack]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 variant 1.jpg|thumb|none|600px|The only modifications the RPG can accept are sights.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). Like the RPG, it's a secondary weapon.&lt;br /&gt;
[[Image:EX-41 ''CHINA LAKE LAUNCHER''.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 can only be used with the right Technician skills. By default, it is used as tripmines, which can be used to set traps for enemies. The tripmines themselves are unlocked simply by starting to learn Technician skills. The later Shaped Charge skill allows players with it to use their explosives to instead blow up doors and safe doors, potentially saving a lot of time for them and their team. Certain skills also allow them to be toggled into 'Sensor Mode' in which they will not explode, but will mark enemies that pass by. This can be useful in stealth runs. Some C4 packs are also used for certain objectives, and can be used by any player when picked up.&lt;br /&gt;
[[File:Payday2 C4.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
[[File:Payday2 c4 1.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers at times. The Commissar in Hotline Miami also uses one when fought. The same model is also used for the flash bangs that law enforcers love to use all too frequently. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|M18 smoke grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is only usable by players with the first Gage Weapon Pack DLC, unless they buy the Grenade Case for their team during a heist. Grenades have a fairly wide blast radius that can go through walls, and they will stun enemies that aren't killed outright. Players can carry up to three and should be careful, as they can easily cause civilian kills or friendly fire if handled improperly. Notably, it's possible for enemies to shoot the grenades in mid-air, causing immediate detonation. All grenades are shown with the red Overkill bomb logo painted on the side.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:Payday2 granat.jpg|thumb|none|600px|M67 hand grenade in game. Note the Overkill logo.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added to the game in the Gage Historical Pack, and is referred to in game as the &amp;quot;Potato Masher&amp;quot;. Unlike the M67, it is not used as a thrown explosive, but rather as a melee weapon, similar to the Demoman from ''[[Team Fortress 2]]''. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:pd2-stick-grenade.jpg|thumb|none|600px|Model 24 Stielhandgranate, called the &amp;quot;Potato Masher&amp;quot; in game.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[GE_M134_Minigun#Hand_Held_M134_Minigun|Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest rate-of-fire of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, having the weapon equipped results in a movement speed penalty. As usual in video games and films, the weapon appears to have no power source.&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: 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:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun holding.jpg|thumb|none|600px|The player holds the Hand Held Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun aim.jpg|thumb|none|600px|The player aims the Hand Held Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun mele.jpg|thumb|none|600px|Melee attack of the Hand Held Minigun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 1.jpg|thumb|none|600px|Modified Version of the Hand Held M134 Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 2.jpg|thumb|none|600px|Modified Version of the Hand Held M134 Minigun.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5K|Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|Sentry Gun in game.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Payday (disambiguation)]]&lt;br /&gt;
&lt;br /&gt;
[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Payday 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1021046</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1021046"/>
		<updated>2016-04-25T18:03:19Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Izhmash AKMSU */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2.&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Payday 2''' is the sequel to [[Payday: The Heist]]. As with the first game, players may join up to three others in a spree of robberies and other heists to earn money. Payday 2 noticeably features many changes from the first game, among other things the new skill tree. Each of the five trees (the '''Mastermind''', '''Enforcer''', '''Technician''', '''Ghost''', and '''Fugitive''') focuses on differing specializations, though unlike the first game do not grant new weapons for level ups (aside from special examples like the portable saw). Weapons are instead unlocked to purchase by leveling up, which now is done with experience points instead of money. Money is used to buy new weapons, modifications, and masks, though it is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and addons.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 steam group. Entries marked with (**) are DLC (downloadable content) weapons.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
&lt;br /&gt;
The game operates with the heister moving in with 2 weapons, and 2 weapons only. A primary and a secondary. Primaries consist of assault rifles, shotguns, and marksman rifles. Secondaries consist of pistols, machine pistols, and bizarrely, a few chopped down variants of some shotguns and assault rifles. Players can take ammo from enemies, but not weapons, ala [[SWAT 4]] and other such tactical shooters.&lt;br /&gt;
&lt;br /&gt;
Each weapon has its own customization options, though some like the Glock 17 barely have any and others like the M4A1 may have much more than others. In addition to shared items like suppressors, weapons also have their own sets of unique addons, such as extended magazines or different finishes or grips. Mods can be removed from these weapons for no charge, and the mod in question will not be lost, merely returned to the player's inventory. However, re-adding it will again require money.&lt;br /&gt;
&lt;br /&gt;
In addition to this, owners of the Gage Weapon Pack #1 DLC will be allowed to change the firing mode between fully automatic and semi-automatic on all applicable weapons, and unlock access to special addons that enable locking a weapon permanently in one fire mode. Owners of the Gage Weapon Pack #2 DLC will also have access to the machine guns as well as new knives. Owners of the Gage Mod Courier DLC will also be able to unlock a special set of modifications that are otherwise unobtainable. As a bonus, the pack also comes with extra reticles and colors for all sights, though players without the DLC will still be able to use all the colors and a few of the new reticles. In addition, every weapon DLC pack since (and a few heist DLCs) have had even more new guns and melee weapons, and have begun to lock weapon addons to specific achievements rather than random drops. Finally, a noteworthy addition from the Gage Shotgun Pack DLC is the option to use different shell types for any of the game's shotguns. All firearms in Payday 2 are capable of performing a &amp;quot;tactical reload&amp;quot; (i.e. reload when the magazine isn't emptied) in addition to the &amp;quot;dry&amp;quot; animation, though as is common with most contemporary non-tactical shooters, none of them retain the round currently in battery, meaning there is no &amp;quot;one round in the chamber&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As a final addition, starting with the October 22, 2014 patch, players with a specific skill set are also allowed to replace their primary with two dual-wielded pistols, though this obviously comes with penalties to aiming and recoil and can currently can only be done with a few pistols. Dual-wielding can be done by any player with enough perks in the Hitman perk deck unlocked, or by players who have the Akimbo skill from the Fugitive tree&lt;br /&gt;
&lt;br /&gt;
As of Update #65 (The first person animation update) All base game guns (except for the Bronco .44) and some DLC weapons have received new first person animations, most notably new reloading animations. Also with this update magazines now actually have fully modeled bullets in them, on top of that, it's is possible to see the bullets in the transparent magazines of weapons such as the JP36, Commando 553, Kobus 90 etc.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The first weapon the new players can use (alongside the Colt Model 733) is a [[Glock 17]]. It is given to the player for free as soon as they start the game. It goes by the name Chimano 88 in-game (the 88 possibly being a reference to Pistol 88, the Swedish army's designation for the Glock 17, which is their service weapon) In the early days of Payday 2, it could only use one of three suppressors, though additional mods compatible with it has since been added. The mod selection for the Glock 17 is strangely limited. It can't, for example, use the extended magazine the Glock 18 and 22 can use for whatever reason.&lt;br /&gt;
&lt;br /&gt;
It has damage and accuracy stats very slightly below most 9mm pistols in the game but it boasts a huge ammo pool and top notch concealment. The pistol has a 17 round magazine capacity which would be correct if it weren't for the extended base plate that ''should'' add two more rounds, but it doesn't. &lt;br /&gt;
It is one of seven pistols that can be dual-wielded.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note extended +2 magazine base plate that's not factored into the weapons capacity. Also note that the pistol doesn't have any markings whatsoever on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the dry mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached flashlight, they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17, neither they ever use the flashlight.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] is unlocked at reputation level 2, and is much more customizable than the starting Glock 17. It is named the &amp;quot;Crosskill&amp;quot; as it was in the first game and has an incorrect 10-round magazine instead of 7 or 8 as in reality, it's Extended Mag modification gives it the model of a Kimber 10-round magazine but it holds 16 rounds. It is one of the seven pistols that can be dual-wielded. It is also seen in the background in several menus.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine that has bullets textured inside in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Springfield Armory 1911 Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Springfield Armory 1911 Lightweight Operator.]]&lt;br /&gt;
'''Springfield Armory 1911 Lightweight Operator Akimbo'''&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the Akimbo Lightweight Operators.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Akimbo Lightweight Operators.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo Lightweight Operators.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The LO on a loading screen.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot; and is unlocked at reputation level 6, and has an incorrect 14-round capacity instead of 15. Presently, it is one of the seven pistols that can be dual-wielded. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 2.jpg|thumb|none|600px|Note that for some reason it's modeled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- holding.jpg|thumb|none|600px|The player holds Akimbo 92FS Centurions.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Akimbo 92FS Centurions.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo 92FS Centurions.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, again known as the &amp;quot;Bronco .44&amp;quot; but now featuring its full-length barrel by default. It holds 6 rounds and is unlocked at reputation level 6, and is massively powerful. As of Update 13, street cops can use this devastating weapon. It is also notably used by the female FBI Agent enemies in the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. The hammer is always shown cocked after every shot despite none of the characters ever cocking the hammer.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- holding.jpg|thumb|none|600px|The player holds the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- aim.jpg|thumb|none|600px|The player aims the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 2.jpg|thumb|none|600px|The player somehow reloads all six rounds at the same time without using a speed-loader.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Taurus Raging Bull.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Taurus Raging Bull.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at reputation level 29 and, as in the first game, is known as the &amp;quot;STRYK 18c.&amp;quot; It still features a high rate of fire, decent damage, and low accuracy. It comes with a slightly incorrect 20-round magazine (actually 19), and a tan frame and slide.  Notably, it is one of 3 select-fire capable guns in the game that does not get the fire-mode locking mods.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Glock 18C. Note large cut-out in the slide for the ported barrel, denoting this as a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Glock 18C.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert_Eagle#Desert_Eagle_Mark_XIX|IMI Desert Eagle Mark XIX]] goes by the everlasting nickname Deagle in-game. It holds an incorrect 10 rounds in its 7-round magazine. While it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. &lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if you take a close look at the back end of it.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. There must be some malfunction with the slide release as the slide doesn't lock back once the gun is dry.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. Note that the can at the end of the barrel is a makeshift oil filter suppressor.]]&lt;br /&gt;
===IMI Desert Eagle Mark XIX Akimbo===&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- holding.jpg|thumb|none|600px|The player holds Akimbo Desert Eagles.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Akimbo Desert Eagles.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the Interceptor .45 and is automatically unlocked for purchase by joining the official Payday Steam Group. It's quite powerful and uses a 13-round magazine (one more than it holds in real life for the .45 ACP version). It is one of seven pistols that can be dual-wielded (along with all variants below). It is incorrectly shown fitted with a Heckler &amp;amp; Koch Jet-Funnel mag-well extension and extended magazines that were only designed for and fit the 9mm and .40 S&amp;amp;W versions of the USP. &lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|note Jet-Funnel mag-well extension]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a blink away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The UPS Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] appears as a new gun added in the Election Day update (3/20/2014) and is named the &amp;quot;Chimano Custom&amp;quot;, with the website render marking it as a .40 S&amp;amp;W model. It has a default magazine of 16 rounds (actually 15 in real life or 17 with the +2 base-plate shown in-game) and can be modified in most of the same ways as the Glock 18C. It has a unique red fiber-optic front sight, a flared magazine well, and an OD green frame. The Custom becomes a Glock 35 if equipped with the &amp;quot;Long Slide&amp;quot; modification. This is one of the seven pistols that can be dual-wielded&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the the Custom Glock 22C. Note the slide cut-outs for the ported barrel, denoting this as a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Custom Glock 22C.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest release parade (October 22nd 2014), ''[[John Wick]]'' himself jumped aboard and brought his trusted [[Glock 26]] along for the ride. Called the '''Chimano Compact''', it tries to fill the same &amp;quot;high-capacity 9x19mm&amp;quot; role as the Beretta 92. It can stand up to it in terms of damage output and has a trivial recoil advantage, but otherwise lags a little behind on all fronts, especially so with the &amp;quot;high-capacity&amp;quot; bit. Unlocked at level 36, the $605,000 price tag is a little hard to swallow for what it is. It's also the first of the seven pistols which have separate akimbo variants classed as primary weapons.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied Glock 26. Overkill correctly set it to carry 10 rounds at a time, but didn't account for the potential extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch stealth rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was devised at an in-house &amp;quot;Chimano Custom Shop&amp;quot; instead. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the cute US flag on the upgraded slide.]]&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK(**)==&lt;br /&gt;
The [[Walther_PP_Pistol_Series#Walther_PPK|Walther PPK]] is available for purchase with the Armored Transport DLC and is known as the &amp;quot;Gruber Kurz&amp;quot; pistol. It is fairly weak but easy to conceal and incorrectly holds 14 rounds instead of 6 (.380 ACP) or 7 (.32 ACP) rounds. It was the first handgun in the game to be able to use a laser without needing anything in the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Reloading. Racking the slide.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Walther PPK.]]&lt;br /&gt;
&lt;br /&gt;
===Walther PP===&lt;br /&gt;
Modifying a Walther PPK with the &amp;quot;Long Slide&amp;quot; turns it into a [[Walther_PP_Pistol_Series#Walther_PP|Walther PP]].&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- holding.jpg|thumb|none|600px|The player holds the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- aim.jpg|thumb|none|600px|The player aims the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 1.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Walther PP.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 1.jpg|thumb|none|600px|A Walther PP with red dot sight and suppressor.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 2.jpg|thumb|none|600px|A Walther PP with red dot sight, tactical light, and IPSC compensator.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the Signature .40 and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. In-game it does the same amount of damage as the Crosskill (Springfield Armory 1911 Lightweight Operator), but most, if not all, of its stats are better compared to the Crosskill. By default, the P226 holds 12 rounds (one less than the real .40 version) and its extended magazine unusually has no concealment penalty (unlike those for most weapons)&lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magzine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as a Crimefest community milestone reward, for having 1 million members in the Payday 2 Steam group. It shoots the .410 Bore and holds 5 shells, and is classed by the game as a shotgun, so handgun skills have no effects on it. It is depicted as being ridiculously power, even more so than most of the 12 gauge shotguns, despite it's .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 1.jpg|thumb|none|600px|Note that the shells are too long and clip through the front of the gun.]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- holding.jpg|thumb|none|600px|The player holds the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- aim.jpg|thumb|none|600px|The player aims the Taurus 4510PLYFS. The hole on the hammer is in fact the keyhole of Taurus' patented Revolver Security System.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Taurus 4510PLYFS.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Taurus 4510PLYFS.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 &amp;quot;Broomhandle&amp;quot;]] appears as the &amp;quot;Broomstick&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It has rather high damage, but is hindered by its 10 round magazine.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1 holding.jpg|thumb|none|600px|The player holds the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 aim.jpg|thumb|none|600px|The player aims the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1-mele.jpg|thumb|none|600px|Pistol whipping with the Mauser C96.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mauser C96. Not the barrel of the DL-44 Heavy Blaster Pistol from ''[[Star Wars]]''.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mauser C96.]]&lt;br /&gt;
&lt;br /&gt;
===Mauser C96 carbine \ Mauser C96 &amp;quot;Broomhandle&amp;quot; Hybrid===&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 carbine]] appears if the &amp;quot;Broomstick&amp;quot; is modified with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot;.&lt;br /&gt;
[[file:C96carbine.jpg|thumb|350px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- holding.jpg|thumb|none|600px|The player holds the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- aim.jpg|thumb|none|600px|The player aims the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- mele.jpg|thumb|none|600px|Melee attack of the Mauser C96 carbine.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mauser C96 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot; as part of the Butcher DLC along with the VHS-D2 rifle. Initially a Croatian design (as the HS2000), it has an 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel -.45 ACP]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM holding.jpg|thumb|none|600px|The player holds the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM aim.jpg|thumb|none|600px|The player aims the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 1.jpg|thumb|none|600px|The player reloads the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 2.jpg|thumb|none|600px|The player reloads the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM mele.jpg|thumb|none|600px|Pistol whipping with the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 1.jpg|thumb|none|600px|Modified Version of the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 2.jpg|thumb|none|600px|Modified Version of the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army(**)==&lt;br /&gt;
A [[Single Action Army]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot; and is part of the Butcher's Western Pack DLC. By default it is the 7.5&amp;quot; &amp;quot;Cavalry&amp;quot; model, but the &amp;quot;Shootout Barrel&amp;quot; and &amp;quot;Precision Barrel&amp;quot; modifications turn it into the 5.5&amp;quot; &amp;quot;Artillery&amp;quot; and 12&amp;quot; &amp;quot;Buntline Special&amp;quot; models respectively. When firing the weapon, the player character will fan the hammer. The Single Action Army cannot be modified with other modifications, limited only to the two barrels stated above, a stock, and a pistol grip modification.&lt;br /&gt;
&lt;br /&gt;
The in-game revolver operates in strange and bizarre ways not seen on the real Single Action Army. The weapon is absurdly powerful for an antique revolver of this caliber, massively dwarfing the Bronco .44 and Deagle in stopping power despite both of them faring the other way around in reality. The extractor rod on the Peacemaker is also never used to remove spent cartridges, the player character simply opens the loading gate and puts in fresh rounds, the fired casings falling out on their own.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|350px|thumb|none|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model. - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00006.jpg|600px|thumb|none|Right side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00007.jpg|600px|thumb|none|Left side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00027.jpg|600px|thumb|none|Drawing the Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00029.jpg|600px|thumb|none|&amp;quot;Cavalry&amp;quot; Single Action Army in idle]]&lt;br /&gt;
[[File:2015-05-07 00031.jpg|600px|thumb|none|Iron sights]]&lt;br /&gt;
[[File:2015-05-07 00033.jpg|600px|thumb|none|Opening the loading gate]]&lt;br /&gt;
[[File:2015-05-07 00036.jpg|600px|thumb|none|Loading a round in, note how the player character never seem to remove the spent cartridges with the extractor rod, they just pop out of the chamber on their own and fresh bullets are then loaded. Also note the hammer in fully cocked a.k.a. &amp;quot;ready-to-fire&amp;quot; position, which is not a very safe thing considering the activity in question.]]&lt;br /&gt;
[[File:2015-05-07 00038.jpg|600px|thumb|none|Snapping the loading gate closed, yeah I winced too.]]&lt;br /&gt;
[[File:2015-05-07 00054.jpg|600px|thumb|none|Pistol whipping with the Single Action Army]]&lt;br /&gt;
[[File:2015-05-09 00030.jpg|600px|thumb|none|A Modified &amp;quot;Cavalry&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|350px|thumb|none|Single Action Army with 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips - .45 Long Colt]]&lt;br /&gt;
[[File:PAYDAY2SingleActionArmyArtilleryPreview.jpeg|600px|thumb|none|Right side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00010.jpg|600px|thumb|none|Left side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00057.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00058.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00024.jpg|600px|thumb|none|A Modified &amp;quot;Artillery&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00011.jpg|600px|thumb|none|Right side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00012.jpg|600px|thumb|none|Left side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00066.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00067.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00023.jpg|600px|thumb|none|A Modified &amp;quot;Buntline Special&amp;quot; Single Action Army]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba Autorevolver|Mateba 2006M]] was added into the game with the Alesso Heist DLC. It's called &amp;quot;Matever .357&amp;quot; in game, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell Stand Alone Complex]].  It's chambered in .357 Magnum and holds a correct 6 rounds.&lt;br /&gt;
[[File:Mateba 2006.jpg|thumb|360px|none|Mateba 2006M - .357 Magnum]]&lt;br /&gt;
[[File:Mateba 2006M PD2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Mateba 2006M ingame PD2.jpg|thumb|none|600px|The Player holding the Mateba 2006M]]&lt;br /&gt;
[[File:Mateba 2006M reload PD2.jpg|thumb|none|600px|Reloading the Mateba. Notice the unusual cylinder placement of the 2006M]]&lt;br /&gt;
&lt;br /&gt;
==IWI Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|IWI Jericho 941 PL]] was be added in the Point Break heists DLC. It's called &amp;quot;Baby Deagle&amp;quot; in game, referencing Magnum Research marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;. The weapon has the ejection port marked as 9x19 (9 Parabellum), however it has a magazine capacity of 12 rounds, indicating a .40 caliber variant. The standard 9mm variant has a capacity of 15 rounds. Additionally, the Jericho has the silver guide rod of the 941's chambered in .41 AE, if the intention was to have the Jericho chambered in that caliber, it would explain its whooping 150 damage per shot, very close to the Desert Eagle in game. &lt;br /&gt;
The PL can be modified with the &amp;quot;Spike kit&amp;quot; which makes it resemble the older steel framed [[Jericho 941|Jericho 941 F]], on top of that it can be modified with the &amp;quot;Spike grip&amp;quot; which gives it a very similar appearance as the Jericho 941 R used by Spike Spiegel in [[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]&lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 PL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his 941 in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|The Jericho 941 PL seen in the Point Break heist trailer, note the threaded extended barrel. It is notably a model with a decocker lever, Bohdi is shown decocking the pistol before holstering it in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|The new character Bohdi about to flick the decocker.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The 941 modified into a [[Jericho 941 F]] with the &amp;quot;Spike kit&amp;quot;]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc1.1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc1.2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A Non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike grip&amp;quot; to the former will make it look like Spike Spiegel's 941 R from Cowboy bebop. It is not the exact model as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc2.1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc2.2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol is another weapon added for free with the Hardcore Henry Packs DLC and is called the &amp;quot;White Streak Pistol&amp;quot; ingame. It is incorrectly depicted with a 12-round magazine capacity instead the real life 15-round capacity, even with its &amp;quot;Extended Magazine&amp;quot; mod it only brings it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available), the capacity and high damage show that its stats are a copy-and-paste of the Jericho 941 RPL's stats.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets, classic...]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]], a cheap Double Eagle airsoft one at that, and is unlocked at reputation level 2. It holds an incorrect magazine size of 40 rounds in a short 16-round magazine.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|350px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- holding.jpg|thumb|none|600px|The player holds the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- aim.jpg|thumb|none|600px|The player aims the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- mele.jpg|thumb|none|600px|Melee attack of the MAC-11.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Ingram MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Ingram MAC-11. This is its stock magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from Payday: The Heist, again known as the &amp;quot;Compact-5&amp;quot; and still in use by some SWAT units. It is unlocked at reputation level 13 and starts out as an MP5A4 but can be changed, via the combination of different mods, into a MP5A5, MP5/10, MP5SD5, MP5SD6, or MP5KA4. The Cloaker enemy has a cut down pseudo MP5/40 with an A3 stock and various mods that only they can use, as of update 61 however, it's possible to use the MP5 with 10mm ammo. The actual weapon is not converted into an actual MP5/10 however, as it lacks the bolt release.&lt;br /&gt;
&lt;br /&gt;
As of update 97.4, it's possible to dual wield MP5s. These dual-wielded MP5s lack stocks and it is not possible to attach them.&lt;br /&gt;
[[file:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 left.jpg|thumb|none|600px|MP5A4. Note the odd depiction of the HK fire mode pictograms, There seems to be no safe setting and the semi-auto setting is white like the safe setting instead of being red like the other fire modes. Compare this to the above picture.]]&lt;br /&gt;
[[File:MP5A4 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 left.jpg|thumb|none|600px|MP5A5.]]&lt;br /&gt;
[[Image:MP540.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:Payday2_Cloaker%27sMP540.jpg|thumb|none|600px|The unique MP5/40 wielded by the Cloaker enemy. Didn't help him much... &amp;lt;br&amp;gt; It lacks the bolt release of a true MP5/40.]]&lt;br /&gt;
[[File:Payday2_CloakersMP540_3.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 left.jpg|thumb|none|600px|MP5/10.]]&lt;br /&gt;
[[file:H&amp;amp;K-MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD5 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 left.jpg|thumb|none|600px|MP5SD5.]]&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 left.jpg|thumb|none|600px|MP5SD6.]]&lt;br /&gt;
[[file:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5KA4 - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 left.jpg|thumb|none|600px|MP5KA4.]]&lt;br /&gt;
[[file:MP5A4 PD2 idle.jpg|thumb|none|600px|Holding the MP5A4.]]&lt;br /&gt;
[[file:MP5A5 PD2 Iron sights.jpg|thumb|none|600px|Iron sights of the MP5A5.]]&lt;br /&gt;
[[file:MP5SD6 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5SD6.]]&lt;br /&gt;
[[file:MP5.10 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5/10.]]&lt;br /&gt;
[[file:MP5KA4 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5KA4. Sokol resorts to gently pushing down the bolt instead of going for the ubiquitous slap.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3. This MP5 model is used across several enemy types. It has a Safe/Single/Auto trigger group as opposed to the Safe/Single/Burst/Auto trigger group used by the player available MP5s, making it an A3 model.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Steyr_TMP#Brügger &amp;amp; Thomet MP9|B&amp;amp;T MP9]] appears as the &amp;quot;CMP&amp;quot; and is unlocked at reputation level 19, in reference to the Steyr TMP lookalike in the Nintendo 64 title ''Perfect Dark''. It has an unfortunate niche in the stat rankings where it's not able to muster enough brawn to plug heavier SWAT in single headshots, but isn't quite small enough to pocket for stealth tasks either. What makes it such a hidden gem are the terrific accuracy and stability for its fire rate, which mean that it can put three rounds into a helmet where other SMGs could only place one before jumping off mark. The quick reload, deep ammo pool and agreeable hipfire performance are just further perks.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only crimp is the missing fire selection dial. It'd normally sit near the magazine release in thumb's reach, but this one uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The &amp;quot;Solid Stock&amp;quot; comes standard in the MP9N-A4 model, the 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The last one in the bunch come along only recently in the Butcher's Mod Pack.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off the night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too fast to use over a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with an optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got their shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is. The sidearms carried by FBI Heavy Response Shields didn't have to conform to that change.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN_P90#P90_TR|FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has the highest magazine size of any secondary, but only comes with a total of three mags. If the Long Barrel mod is put on the gun, it will resemble the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|In-game.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:P90 PD2 modified left.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
[[file:P90 PD2 modified right.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that does not get the fire-mode locking mods.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- holding.jpg|thumb|none|600px|The player holds the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- aim.jpg|thumb|none|600px|The player aims the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Thompson M1928. Note how the charging handle isn't locked back when the reload is started, which in reality would make the &amp;quot;L&amp;quot; drum unable to be removed.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1-reloading 2.jpg|thumb|none|600px|The player reloads the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Thompson M1928.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Thompson M1928.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45]] is named the &amp;quot;Swedish K SMG&amp;quot; in game and incorrectly holds 40 rounds in the magazine instead of 36, though it is inaccurate and carries only 80 total rounds. It is available for purchase to anyone who owns the Armored Transport DLC. The in-game weapon is based on the military version of the M/45, as evident by the lack of a fire selector.&lt;br /&gt;
&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- holding.jpg|thumb|none|600px|The player holds the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- aim.jpg|thumb|none|600px|The player aims the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Carl Gustav M/45.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Carl Gustav M/45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2(**)==&lt;br /&gt;
The [[ MP7 | Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;Spec-Ops SMG&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. It comes with its 20-round magazine by default and the Extended Mag mod gives it a 40-round magazine that only holds 32 rounds.&lt;br /&gt;
[[file:MP7A2.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- holding.jpg|thumb|none|600px|The player holds the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- aim.jpg|thumb|none|600px|The player aims the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- mele.jpg|thumb|none|600px|Melee attack of the the MP7A2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Heckler &amp;amp; Koch MP7A2. The player has to pay up in order to extend the stock for some strange reason.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Heckler &amp;amp; Koch MP7A2.]]&lt;br /&gt;
[[file:PD2 MP7A2 reload.jpg|thumb|none|600px|Reloading the MP7A2 with several mods, including it's unique suppressor, extended magazine, laser, and Trijicon sight. The animation has surprisingly remained unchanged unlike most other weapons.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz.61 Skorpion(**)==&lt;br /&gt;
The [[Sa. Vz.61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. Its &amp;quot;Extended Magazine&amp;quot; modification is odd, increasing the magazine size from 20 to 40 rounds despite simply being a second magazine clamped to the side of the one in the gun, somehow it feeds from both at the same time.&lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- holding.jpg|thumb|none|600px|The player holds the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- aim.jpg|thumb|none|600px|The player aims the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- mele.jpg|thumb|none|600px|Melee attack of the Vz.61 Skorpion.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Vz.61 Skorpion. Note the clamped together magazines of the &amp;quot;Extended Magazine&amp;quot; modification.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. &lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes this mistake very obvious.]] &lt;br /&gt;
&lt;br /&gt;
===Intratec AB-10===&lt;br /&gt;
The [[Intratec AB-10]] is used if the TEC-9 is equipped with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 30 rounds instead of 32 and comes equipped with the distinctive &amp;quot;K&amp;quot; foregrip by default.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|400px|IMI Uzi with buttstock collapsed - 9x19mm]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- holding.jpg|thumb|none|600px|The player holds the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- aim.jpg|thumb|none|600px|The player aims the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- mele.jpg|thumb|none|600px|Melee attack of the the Uzi.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the IMI Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the IMI Uzi.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A1(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A1]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling Mk. IV Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- holding.jpg|thumb|none|600px|The player holds the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- aim.jpg|thumb|none|600px|The player aims the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Sterling L2A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 3.jpg|thumb|none|600px|Modified Version of the Sterling L2A1. Note the foregrip based on the E-11 Blasters from [[Star Wars]].]]&lt;br /&gt;
&lt;br /&gt;
===Sterling L34A1(**)===&lt;br /&gt;
The [[Sterling SMG|Sterling L34A1]] is used if the Sterling L2A1 is equipped with the &amp;quot;Suppressed Barrel&amp;quot; modification. Like the Sterling L2A1, it incorrectly holds 20 rounds which can be modified to 30, closer to the correct 34. &lt;br /&gt;
[[file:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|400px|Sterling L34A1 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- holding.jpg|thumb|none|600px|The player holds the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- aim.jpg|thumb|none|600px|The player aims the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Sterling L34A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Sterling L34A1.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the Jacket Character Pack. It holds a correct 32 rounds and has a after-market vertical foregrip in place of the barrel nut.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 holding.jpg|thumb|none|600px|The player holds the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 aim.jpg|thumb|none|600px|The player aims the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 1.jpg|thumb|none|600px|The player reloads the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 2.jpg|thumb|none|600px|The player reloads the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 mele.jpg|thumb|none|600px|Melee attack of the Cobray M11/9.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 1.jpg|thumb|none|600px|Modified Version of the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 2.jpg|thumb|none|600px|Modified Version of the Cobray M11/9.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the Gage Ninja Pack DLC. It's called &amp;quot;Kross Vertex&amp;quot; in-game. It can be modified with a long barrel to make it resemble the Vector CRB, which is the civilian semi-auto only variant. The weapon also has its own unique suppressor. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|KRISS Vector - .45 ACP]]&lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the actual bolt release isn't pressed, instead the surface underneath is.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the Yakuza Character Pack.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Reloading. Note how there is no bullet in the chamber.]]&lt;br /&gt;
[[File:Micro Uzi PD2 left modified.jpg|thumb|none|600px|Modified.]]&lt;br /&gt;
[[File:Micro Uzi PD2 right modified.jpg|thumb|none|600px|Modified.]]&lt;br /&gt;
&lt;br /&gt;
==TsNIITochMash SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is Veresk translated to English. It's notably the only subgun so far that can be dual-wielded. It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats are a copy-and-paste (sans the rate of fire and stability) of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece)&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in russain, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used only by some NPCs, namely the GenSec Elite SWAT and the Murkywater PMC enemies. It is unavailable for player use at the present time.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Payday2_GenSecElites.jpg|thumb|none|600px|The  GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP45 misc.jpg|thumb|600px|none|A dropped UMP45.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines / Assault Rifles / Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
The K23 and [[AKMSU]] count as SMG's in-game, but are actually carbines, therefor their entries will appear here.&lt;br /&gt;
&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKS-74==&lt;br /&gt;
The [[AKS-74|Izhmash AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called AK Rifle and holds 30 rounds. It can become a regular [[AK-74]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|501px|Izhmash AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M4/M4A1_Carbine#M4.2FM4A1_Carbine|Colt M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gasblock. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. As in the first Payday, this weapon is still used by SWAT Snipers, despite there being more appropriate weapon models available, though the FBI Files claims them to be chambered in higher-caliber rounds than the normal weapon. &lt;br /&gt;
&lt;br /&gt;
The CAR-4 has a ridicules amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the CAR resemble a whole host of different real world AR variants.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|Colt M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday has the fire selector set to full-auto instead of safe or some other ungodly location.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a CAR-4 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SalientArmsTier1 AR.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the CAR-4 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual ingame NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with theirs, note the laser.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle still lacks the bolt release of an A3. Oddly, instead of its build-in folding foregrip it has a section of rail added to the hinge and an aftermarket vertical grip attached to said rail.&lt;br /&gt;
Upon launch, the rifle can be seen using a Magpul PMAG, which suggests it was not based entirely on an authentic AUG. After the animation update, however, it gains the AUG's proprietary magazine.&lt;br /&gt;
As of update 61, the Raptor polymer body was added as a mod for the weapon, this mod will give the weapon the appearance of the Thales F90.&lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 is a future replacement for the Australian F88 Austeyr - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:AUG A2 PD2 modified left.jpg|thumb|none|600px|Modified Version. Here the weapon has been modified with the Raptor polymer body, making the weapon resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
[[file:AUG A2 PD2 modified right.jpg|thumb|none|600px|Modified Version.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMS==&lt;br /&gt;
The [[AKMS|Izhmash AKMS]] appears as the AK.762 and is unlocked at reputation level 16.It holds 30 rounds and has less total ammunition than the AKS-74. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Reloading. A round can be seen in the chamber as the charging handle is pulled.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They are the only enemies so far to do so.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36K|Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy, and a deep 240 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this JP is a KV. The proportions are a little off and the barrel is a different length, hinting that it might've been modeled from an airsoft cousin.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops1.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36C|G36C]].&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[M16_rifle_series#Olympic_Arms_K23B|OA K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[M16_rifle_series#CQB-R / Mk. 18 Mod 0|Mk. 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk. 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reload like this (As of update 65, the AMR-16 has received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M14==&lt;br /&gt;
A [[M14|Springfield Armory M14]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode. The weapon can be modified with a JAE 100 G3 stock or a SAGE EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|Springfield Armory M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|500px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO. A real Mk 14 has a 18&amp;quot; barrel as opposed to the 16&amp;quot; one in-game.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading1.jpg|thumb|none|600px|Reloading. Here the weapon has been modified with a SAGE EBR Chassis to resemble a Mk 14 Mod 0 EBR.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading2.jpg|thumb|none|600px|Reloading. Payday 2 could be one of the first games where the bolt release is used to chamber a new round on an M14-type rifle instead of giving the charging handle a pull.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 right.jpg|thumb|none|600px|Modified Version of the M14 DMR in a SAGE EBR Chassis.]]&lt;br /&gt;
[[file:Payday2 M1A Socom variant 2.jpg|thumb|none|600px|Modified Version of the M14 DMR in a JAE 100 G3 stock.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMSU==&lt;br /&gt;
A variant on the [[AKMSU|Izhmash AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a secondary weapon, rather than a primary like the other three Kalashnikov rifles.&lt;br /&gt;
&lt;br /&gt;
As of update 97.4, it's possible to dual wield AKMSUs. These dual-wielded AKMSUs lack stocks and it is not possible to attach any&lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|Izhmash AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
&lt;br /&gt;
==Romanian AIMR==&lt;br /&gt;
Attaching the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the Izhmash AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]] (although the AKMS stock remains the same).&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AIMR.jpg|thumb|none|600px|A presumable AIMR heavily dressed in new furniture with a nice PBS-1 suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5]] family appears as the '''AK5''', all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5B]]. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Cesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;. Decorated here with a yellow laser module and a Lancer L5 magazine.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN_FNC#FN_FNC|FN Herstal FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the FN Ak's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16#M16A4_Rifle|Colt M16A4]] with a short barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|Colt M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. Putting an actual 30 round mag in gun gives it 38 rounds.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Reloading. Pulling the charging handle.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Colt M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Colt M16A4.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG_SG_550#SIG_SG_552|SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It Holds 30 rounds. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown&lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note the empty, translucent magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the magazine is not only full but also has the appropriated amount of ammo in it!]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Reloading. Hitting the bolt release.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SIG 552-2 PD2 modified left.jpg|thumb|none|600px|Modified version. Notice the railed handguard.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN_SCAR#FN_SCAR-H|FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Reloading. For some reason the charging handle doesn't lock back, so instead it's pulled to chamber a new round. In the original animation the bolt release was used instead.]]&lt;br /&gt;
[[File:PD2 SCAR-H misc1.jpg|thumb|600px|none|After receiving some buckshot, a former Murkywater PMC drops his SCAR-H. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR-H misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator. Note that the rail extension is for an AR-15 and not the SCAR platform.]]&lt;br /&gt;
[[File:SCAR-H PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==FN  FAL(**)==&lt;br /&gt;
The [[FN_FAL#FN_FAL|FN FAL]] appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. Notably, the FAL was the first weapon to have its accessories linked to DLC achievements rather than random drops. It notably has a DSA railed upper-receiver.  &lt;br /&gt;
[[File:FN_FAL_50_00.jpg|thumb|none|500px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA upper-receiver.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The FAL can become a [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] with the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|500px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:FalconRifle4.jpg|thumb|none|600px|Version of the FN FAL modified into a DSA SA58 OSW.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Romat===&lt;br /&gt;
Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the FAL allows it to impersonate the [[FN_FAL#IMI_Romat|IMI Romat]] (although the FAL rear sight, DSA upper-receiver, and barrel remain the same). &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL.jpg.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL_2.jpg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS#FAMAS_F1|FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; and is unlocked for purchase by buying the Gage Assault Pack DLC. It incorrectly holds 30 rounds instead of 25.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 1.jpg|thumb|none|600px|I]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- holding.jpg|thumb|none|600px|The player holds the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- aim.jpg|thumb|none|600px|The player aims the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the FAMAS F1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the FAMAS F1.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G1===&lt;br /&gt;
The [[FAMAS#FAMAS_G2|FAMAS G1]] is used if the &amp;quot;G2 Grip&amp;quot; is equipped on the FAMAS F1 (Before Update #37, &amp;quot;G2 Grip&amp;quot; was called &amp;quot;Retro Grip&amp;quot; although the FAMAS G1 is newer model of FAMAS F1). Like the FAMAS F1, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[file:FAMAS F2.jpg|thumb|none|500px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 1.jpg|thumb|none|600px|Modified Version of the FAMAS G1.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 2.jpg|thumb|none|600px|Modified Version of the FAMAS G1.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the Gage Assault Pack DLC. It incorrectly holds 30 rounds instead of 25, a higher than real life ROF, and is shown with an unusable bipod extended&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:Payday2_galil_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galil.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet, even though there was more than one left...]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Reloading. Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
&lt;br /&gt;
===IMI Galil MAR/Galil 7.62 Hybrid===&lt;br /&gt;
A [[Galil#Galil MAR|IMI Galil MAR/Galil 7.62 Hybrid]] is created if the Galil ARM is equipped with the &amp;quot;CQB Foregrip&amp;quot; and &amp;quot;Skeletal Stock&amp;quot; modification. Like the Galil ARM, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil_m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilmar.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galilmar_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===IMI Galil Sniper Rifle===&lt;br /&gt;
The [[Galil#Galil Sniper Rifle|IMI Galil Sniper Rifle]] is used if the Galil ARM is equipped with the &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; modification. Like the Galil ARM, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilsniper.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galilsniper_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; and is available to purchase for owners of the Gage Assault Pack DLC. It holds 20 rounds, has quite a bit of recoil and stopping power. It can be mocked up as a [[PSG-1]] lookalike with the Precision stock, grip, foregrip, and the DMR kit, the latter giving the gun the PSG-like barrel, trigger, and 10 round magazine.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...chambering a round.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3 modified to ''look'' like a PSG-1.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG isn't ambidextrous and it does have a forward assist, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield_L85_rifle_series#L85A2|Enfield L85A2]] was added alongside the ''Clover Character Pack'' as the &amp;quot;Queen's Wrath&amp;quot;.  Notably, it is the only select-fire capable primary (and one of three select-fire guns available in the entire game) that does not get the fire-mode locking mods. By default it holds 30 rounds and has a Grippod vertical grip.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|Enfield L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- holding.jpg|thumb|none|600px|The player holds the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- aim.jpg|thumb|none|600px|The player aims the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- mele.jpg|thumb|none|600px|Melee attack of the L85A2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Enfield L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Enfield L85A2.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the Dragan Character Pack DLC, much like the L85A2 was part of Clover's DLC. It is known internally as the &amp;quot;Lion's Roar&amp;quot;, has a high rate of fire and overall good stats, though it has a long reload time and if unmodified, high recoil.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 holding.jpg|thumb|none|600px|The player holds the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 aim.jpg|thumb|none|600px|The player aims the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 1.jpg|thumb|none|600px|The player reloads the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 2.jpg|thumb|none|600px|The player reloads the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 mele.jpg|thumb|none|600px|Melee attack of the VHS-D2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 1.jpg|thumb|none|600px|Modified Version of the HS Produkt VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 2.jpg|thumb|none|600px|Modified Version of the HS Produkt VHS-D2.]]&lt;br /&gt;
===HS Produkt VHS-K2===&lt;br /&gt;
The Lion's Roar becomes the HS Produkt VHS-K2 when equipped with the &amp;quot;Short Barrel&amp;quot;.&lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==TsNIITochMash AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It can be modified into the [[VSS Vintorez]] if the &amp;quot;Solid Stock&amp;quot; is applied.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:AS val rightside PD2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 reloading1.jpg|thumb|none|600px|Reloading the AS Val. Note the bullets in the magazine]]&lt;br /&gt;
[[File:AS Val PD2 reloding2.jpg|thumb|none|600px|Reloading. Pulling the charging handle]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
&lt;br /&gt;
===SUB-2000 Gen 2===&lt;br /&gt;
Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen2 shape. It seems to be an interpretation of a Red Lion Precision rail combo, but instead of concealing the suppressor inside the rails, a short rail was used as a base for an enormous mystery suppressor.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]] is called the &amp;quot;Reinfeld 880&amp;quot; and is unlocked at reputation level 8, it has synthetic furniture instead of wood and it has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, and the basic green Bulldozer.&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|500px|Remington Model 870 Field Gun - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at reputation level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. It is overall similar to its full-sized counterpart, but has slightly higher damage and a higher rate of fire but shorter range and lower accuracy.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash Saiga-12K==&lt;br /&gt;
The [[Saiga 12K|Izhmash Saiga-12K]] appears as the ninth primary weapon, and is shown as being fully-automatic with select fire available. Prior to the Gage Shotgun Pack DLC, it was the only semi-auto shotgun in the game. The model is not based on an actual Saiga-12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-12 style front trunion (lacking the corresponding rivets however). It is called the IZHMA 12G and is unlocked at reputation level 26 and holds 7 shells. It is notably used by a Bulldozer variant called the &amp;quot;Killdozer&amp;quot; that wears black armor. His model of Saiga uniquely has an unobtainable solid stock, and before it was removed in a patch, a drum magazine. The Saiga-12 is also used by the FBI informant that sold out the gang in the Hoxton Revenge heist, if the informant's panic room is opened after the heist has gone loud.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Izhmash Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard keeping the optic stable.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at reputation level 39. Obviously it only holds two shells but is one of the most powerful weapons in the game. It has only two modifications, &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special,&amp;quot; both of which saw down the barrels and stock respectively&lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun holding.jpg|thumb|none|600px|The player holds the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun aim.jpg|thumb|none|600px|The player aims the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 1.jpg|thumb|none|600px|The player reloads the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 2.jpg|thumb|none|600px|The player reloads the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun mele.jpg|thumb|none|600px|Melee attack of the Double Barreled Shotgun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 double barrel variant 1.jpg|thumb|none|600px|Modified Version of the Double Barreled Shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===Sawn-Off Double Barreled Shotgun===&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun|Sawed Off Shotgun]] is used when the Mosconi 12G is modified. The &amp;quot;Road Warrior&amp;quot; barrel saws the barrels down, while the [[The_Wire_-_Season_1#Unknown_Double_Barrel_Shotgun|&amp;quot;Gangsta Special&amp;quot;]] saws off the stock.&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun holding.jpg|thumb|none|600px|The player holds the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun aim.jpg|thumb|none|600px|The player aims the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 1.jpg|thumb|none|600px|The player reloads the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 2.jpg|thumb|none|600px|The player reloads the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun mele.jpg|thumb|none|600px|Melee attack of the Sawn-Off Shotgun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sawed off variant 1.jpg|thumb|none|600px|Sawn-Off Shotgun with stock untouched.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as a new gun added in the Crimefest update (10/26/2014) and is called the Predator 12G. It correctly fires in semi auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds an incorrect 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2_SPAS12.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:Payday2_SPAS12_2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After doing so, Dallas flips over the SPAS-12 and racks the charging handle, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta S3/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced with the Bonnie Character Update in March 13th appears to be a hybrid of the Beretta S3 O/U and CZ Redhead Deluxe O/U. Named the &amp;quot;Joceline O/U 12G&amp;quot; in-game.&lt;br /&gt;
[[File:Beretta Side Lock Model S3.jpg|thumb|none|500px|Beretta S3 O/U - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading1.jpg|thumb|none|600px|Reloading. Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading. Note the unstuck primers.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Reloading. Two shells, one hand.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified left.jpg|thumb|none|600px|Modified version. The barrels has been sawed-off...]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified right.jpg|thumb|none|600px|..and a fancy shell holder has been put on the stock.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. First introduced in the Death Wish Update in the hands of some GenSec Elite SWATs, though with a fixed stock. A player-usable version was finally added in the Gage Shotgun Pack DLC. It holds 8 shells in the tube by default (as opposed to its real life counterpart's 7).&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- holding.jpg|thumb|none|600px|The player holds the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- aim.jpg|thumb|none|600px|The player aims the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Benelli M4.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Benelli M4 Super 90.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Tactical===&lt;br /&gt;
The Benelli M4 Tactical is used if the M1014 is equipped with the &amp;quot;Solid Stock&amp;quot;&lt;br /&gt;
[[File:M4 Tactical.jpg|thumb|none|500px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 NFA===&lt;br /&gt;
The Benelli M4 NFA is used when the M1014 is equipped with the &amp;quot;Short Barrel&amp;quot;.&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 NFA Tactical===&lt;br /&gt;
The Benelli M4 NFA Tactical is used if the M1014 is equipped with the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot;&lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Notably it is one of the most concealable shotguns in the game and has the highest capacity of any of them. Holds 14 shells and was added in the Gage Shotgun Pack DLC.&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:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
&lt;br /&gt;
==Sentinel Arms Striker-12(**)==&lt;br /&gt;
The humble fixed-drum [[Armsel Striker and variants#Examples of the Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. In Overkill's usual fashion, it's a mix of all of the different versions mooshed together in a highly educated, equal measure. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|Cobray Street Sweeper - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance level of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms magazine's spring-loaded thumb tab actually used to advance the drum during reloads. The big tube on the end is an exclusive integral suppressor to further drive the gun into fantasy land.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12 CQB(**)==&lt;br /&gt;
Added with the release of The Butcher's BBQ Pack was an [[AA-12|MPS AA-12 CQB]] as evident by its short barrel, known internally as the &amp;quot;Steakout 12G&amp;quot;. Comes default with a 8-round box magazine and an entirely fictional semi/auto selective fire capability as all extant AA-12 models are capable of fully automatic fire only. Its in-game rate of fire of 300 matches that of the real weapon.&lt;br /&gt;
Optional enhancements includes a 20-round drum, a long barrel, and custom integral suppressor. When any optics are mounted it gains a railed mount with a useless shell rack on the left side, replacing the whole rear sight.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|The MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:2015-04-22 00009.jpg|thumb|none|600px|In-game preview of the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00010.jpg|thumb|none|600px|Player holding the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00011.jpg|thumb|none|600px|Stock ironsights of the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00013.jpg|thumb|none|600px|Player reloading the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00023.jpg|thumb|none|600px|Melee attack of the AA-12 CQB.]]&lt;br /&gt;
&lt;br /&gt;
===MPS AA-12===&lt;br /&gt;
The &amp;quot;Steakout 12G&amp;quot; becomes a regular AA-12 when fitted with the &amp;quot;Long Barrel&amp;quot; modification.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:2015-04-22 00018.jpg|thumb|none|600px|In-game preview of the the now regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the Goat Simulator DLC (where do they get these ideas?) a full-size [[Ithaca 37]] was added, oddly as a secondary weapon. Called GSPS 12G in-game. It incorrectly holds 7 rounds in the standard 4-round tube magazine.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 riot version - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca with the Riot barrel and Riot grip. The grip isn't actually an riot configuration but rather just a sawed-off variant.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[http://www.imfdb.org/wiki/No_country_for_old_men#Remington_11-87 No Ithaca for old men.]]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gage Weapon Pack #02&amp;quot; downloadable content pack introduced three light machine guns to the players' arsenal. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and The &amp;quot;Crimefest 2015&amp;quot; introduced the Ksp 58. The weapons can only be hip-fired and are very inaccurate. The bipods cannot be unfolded without the Lion Bipod attachment, introduced during CrimeFest 2015, which greatly stabilizes the weapon but immobilizes the player and restricts their field of fire to a roughly ninety-degree arc.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMG's in game, the MG42 and FN M240 are actually GPMG (General Purpose Machine Guns)&lt;br /&gt;
&lt;br /&gt;
==Izhmash RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK modified right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249 Para]] appears as the &amp;quot;KSP&amp;quot; and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|FN M249 SAW Paratrooper version with 200-round ammo drum  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommend.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his M249. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
&lt;br /&gt;
===FN M249-E2 SAW===&lt;br /&gt;
The &amp;quot;Soild Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; attachments can make a M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|]] &lt;br /&gt;
===FN Mk 46 Mod 0===&lt;br /&gt;
The &amp;quot;Railed Foregrip&amp;quot; and &amp;quot;Soild Stock&amp;quot; attachments can make a M249 Para that resembles the [[FN_Minimi#Mk 46 Mod 0|Mk 46 Mod 0]], though the M249 keeps its STANAG mag well.&lt;br /&gt;
[[file:Mk46.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style rear-sight rather than the 21E's real rear sight. It has a front grip that's tilted to the left in order to making it easier to hold. &lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and has the highest rate of fire of the LMGs.&lt;br /&gt;
[[file:MG42 Left.jpg|thumb|500px|none|MG 42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|The player holds the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- aim.jpg|thumb|none|600px|The player aims the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- mele.jpg|thumb|none|600px|Melee attack of the MG 42.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 1.jpg|thumb|none|600px|Modified version of the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 2.jpg|thumb|none|600px|Modified version of the MG 42 with a barrel based on the DLT-19 Heavy Blaster Rifle from [[Star Wars]], with was actually made from a [[MG34]].]]&lt;br /&gt;
&lt;br /&gt;
==FN M240==&lt;br /&gt;
Although it's called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;Crimefest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|FN M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|Carl Gustaf Ksp 58 B  - 7.62x51mm NATO. For comparison]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The &amp;quot;Ksp 58&amp;quot;.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new ammo box.]]&lt;br /&gt;
[[File:PD2 M240 modified left.jpg|thumb|600px|none|Modified version with a short barrel, bipod, plastic Stock and...]]&lt;br /&gt;
[[File:PD2 M240 modified right.jpg|thumb|600px|none|...an AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' Downloadable Content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a .45 degree off-set iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the Point Break heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
==Remington MSR==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at reputation level 15. It is featured either with a default and non-standard wooden body or the optional and proper aluminium alloy body. It uses a 10 round magazine. &lt;br /&gt;
[[File:RemingtonMSR.jpg|thumb|none|500px|Remington MSR - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right.jpg|thumb|none|600px|Tactical Aluminium Alloy body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left.jpg|thumb|none|600px|Tactical Aluminium Alloy body.]]&lt;br /&gt;
[[File:Remington MSR PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt. Here the weapon has been modified with its own unique suppressor. The Suppressor is actually based of the MSR's real world equivalent]]&lt;br /&gt;
[[File:Remington MSR PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine. Note the backup iron sights.]]&lt;br /&gt;
[[File:PD2 MSR reloading2.5.jpg|thumb|none|600px|Reloading. The new magazine is inserted and the bolt is cycled to chamber the round. Notice the actual bullet in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 LRS2==&lt;br /&gt;
The [[Blaser R93|Blaser R93 LRS2 Precision Sniper Rifle]] appears as the &amp;quot;R93&amp;quot; and is unlocked at reputation level 35. It is featured either with a default polymer or optional wooden body. It uses a 6-round magazine (one more than it holds real life). &lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 LRS2 Precision Sniper Rifle - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_R93_Right.jpg|thumb|none|600px|Standard body.]]&lt;br /&gt;
[[File:Payday_2_R93_Left.jpg|thumb|none|600px|Standard body.]]&lt;br /&gt;
[[File:Payday_2_R93_Right_wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_R93_Left_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:R93 PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:R93 PD2 reloading1.jpg|thumb|none|600px|Reloading. How the top most bullet stays in place is a mystery.]]&lt;br /&gt;
[[File:R93 PD2 reloading2.jpg|thumb|none|600px|Reloading. The new magazine is in and a round is chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at reputation level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the second most powerful one so far, having an astounding damage stat of '''2880''', second only to the RPG-7 included with the OVERKILL Pack, which deals a solid 10000 damage per shot.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 scope rectile.jpg|thumb|600px|none|The rectile of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the rectile shape or color on this scope.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:PD2 M95 right modified.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 left modified.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M1907 Carbine]] is seen as the &amp;quot;Mosin-Nagant&amp;quot; and is part of the Gage Historical Pack DLC. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70.&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon!]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|The Mosin Nagant can be modified with a M38 carbine length barrel...]] &lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|...and a full length M91/30 one.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] was added with the Gage Ninja Pack DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot;. The actual WA 2000 is chambered in .300 Winchester or 7.5x55mm Swiss, so the .308 in the name wrongly suggest the weapon is chambered in .308. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:WA2000 PD2 rightside.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:WA2000 PD2 idle.jpg|thumb|none|600px|The WA 2000 in game.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant it can use, and starts out with, iron sights. It can be modified with a long barrel, suppressed barrel, and a unique magnified scope. However, it can not be customized with modern modifications like lasers and sights besides the one unique to it.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:2015-05-08 00013.jpg|thumb|none|600px|Right side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-08 00014.jpg|thumb|none|600px|Left side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-07 00059.jpg|thumb|none|600px|The Winchester Model 1873 in-game.]]&lt;br /&gt;
[[File:2015-05-07 00061.jpg|thumb|none|600px|Iron-sights.]]&lt;br /&gt;
[[File:2015-05-07 00062.jpg|thumb|none|600px|Loading a round in.]]&lt;br /&gt;
[[File:2015-05-07 00063.jpg|thumb|none|600px|Cocking the lever.]]&lt;br /&gt;
[[File:2015-05-07 00065.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
[[File:2015-05-09 00031.jpg|thumb|none|600px|A modified Winchester Model 1873]]&lt;br /&gt;
[[File:2015-05-09 00032.jpg|thumb|none|600px|Another modified Winchester Model 1873]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] was added along for free with the character Bodhi from the [http://www.imfdb.org/wiki/Point_Break_%282015%29 Point Break remake]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. &lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty!]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC (unlike the first game that had it by default) It's called GL40 in-game, same as the first Payday. It is possible to hurt or kill ones own team members with it so it pays to be careful when using it. Additionally, the grenades have no arming distance and can be shoot out of the air by gunfire from police. This can be especially dangerous as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt.&lt;br /&gt;
&lt;br /&gt;
All the grenade launchers deal the same damage, 340.&lt;br /&gt;
&lt;br /&gt;
The front leaf sight on the M79 model acts as an in-built gadget, and pressing the enable gadget key (default &amp;quot;G&amp;quot;), allows the player to fire grenades at a much higher arc than usual.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock.&lt;br /&gt;
[[Image: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;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|Reloading the Mk 1L can take as long as 15 seconds(!) if the user has gone through the whole cylinder. This is because each fired grenade is pulled out and subsequently replaced with a new one. Here a new grenade is loaded.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Reloading. Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 10000, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it's hit by enemy fire, something that happens a lot on more intense heists. &lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 mele.jpg|thumb|none|600px|Melee attack]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 variant 1.jpg|thumb|none|600px|The only modifications the RPG can accept are sights.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). Like the RPG, it's a secondary weapon.&lt;br /&gt;
[[Image:EX-41 ''CHINA LAKE LAUNCHER''.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 can only be used with the right Technician skills. By default, it is used as tripmines, which can be used to set traps for enemies. The tripmines themselves are unlocked simply by starting to learn Technician skills. The later Shaped Charge skill allows players with it to use their explosives to instead blow up doors and safe doors, potentially saving a lot of time for them and their team. Certain skills also allow them to be toggled into 'Sensor Mode' in which they will not explode, but will mark enemies that pass by. This can be useful in stealth runs. Some C4 packs are also used for certain objectives, and can be used by any player when picked up.&lt;br /&gt;
[[File:Payday2 C4.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
[[File:Payday2 c4 1.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers at times. The Commissar in Hotline Miami also uses one when fought. The same model is also used for the flash bangs that law enforcers love to use all too frequently. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|M18 smoke grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is only usable by players with the first Gage Weapon Pack DLC, unless they buy the Grenade Case for their team during a heist. Grenades have a fairly wide blast radius that can go through walls, and they will stun enemies that aren't killed outright. Players can carry up to three and should be careful, as they can easily cause civilian kills or friendly fire if handled improperly. Notably, it's possible for enemies to shoot the grenades in mid-air, causing immediate detonation. All grenades are shown with the red Overkill bomb logo painted on the side.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:Payday2 granat.jpg|thumb|none|600px|M67 hand grenade in game. Note the Overkill logo.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added to the game in the Gage Historical Pack, and is referred to in game as the &amp;quot;Potato Masher&amp;quot;. Unlike the M67, it is not used as a thrown explosive, but rather as a melee weapon, similar to the Demoman from ''[[Team Fortress 2]]''. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:pd2-stick-grenade.jpg|thumb|none|600px|Model 24 Stielhandgranate, called the &amp;quot;Potato Masher&amp;quot; in game.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[GE_M134_Minigun#Hand_Held_M134_Minigun|Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest rate-of-fire of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, having the weapon equipped results in a movement speed penalty. As usual in video games and films, the weapon appears to have no power source.&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: 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:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun holding.jpg|thumb|none|600px|The player holds the Hand Held Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun aim.jpg|thumb|none|600px|The player aims the Hand Held Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun mele.jpg|thumb|none|600px|Melee attack of the Hand Held Minigun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 1.jpg|thumb|none|600px|Modified Version of the Hand Held M134 Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 2.jpg|thumb|none|600px|Modified Version of the Hand Held M134 Minigun.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5K|Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|Sentry Gun in game.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Payday (disambiguation)]]&lt;br /&gt;
&lt;br /&gt;
[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Payday 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1021045</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1021045"/>
		<updated>2016-04-25T18:02:14Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Heckler &amp;amp; Koch MP5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2.&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Payday 2''' is the sequel to [[Payday: The Heist]]. As with the first game, players may join up to three others in a spree of robberies and other heists to earn money. Payday 2 noticeably features many changes from the first game, among other things the new skill tree. Each of the five trees (the '''Mastermind''', '''Enforcer''', '''Technician''', '''Ghost''', and '''Fugitive''') focuses on differing specializations, though unlike the first game do not grant new weapons for level ups (aside from special examples like the portable saw). Weapons are instead unlocked to purchase by leveling up, which now is done with experience points instead of money. Money is used to buy new weapons, modifications, and masks, though it is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and addons.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 steam group. Entries marked with (**) are DLC (downloadable content) weapons.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
&lt;br /&gt;
The game operates with the heister moving in with 2 weapons, and 2 weapons only. A primary and a secondary. Primaries consist of assault rifles, shotguns, and marksman rifles. Secondaries consist of pistols, machine pistols, and bizarrely, a few chopped down variants of some shotguns and assault rifles. Players can take ammo from enemies, but not weapons, ala [[SWAT 4]] and other such tactical shooters.&lt;br /&gt;
&lt;br /&gt;
Each weapon has its own customization options, though some like the Glock 17 barely have any and others like the M4A1 may have much more than others. In addition to shared items like suppressors, weapons also have their own sets of unique addons, such as extended magazines or different finishes or grips. Mods can be removed from these weapons for no charge, and the mod in question will not be lost, merely returned to the player's inventory. However, re-adding it will again require money.&lt;br /&gt;
&lt;br /&gt;
In addition to this, owners of the Gage Weapon Pack #1 DLC will be allowed to change the firing mode between fully automatic and semi-automatic on all applicable weapons, and unlock access to special addons that enable locking a weapon permanently in one fire mode. Owners of the Gage Weapon Pack #2 DLC will also have access to the machine guns as well as new knives. Owners of the Gage Mod Courier DLC will also be able to unlock a special set of modifications that are otherwise unobtainable. As a bonus, the pack also comes with extra reticles and colors for all sights, though players without the DLC will still be able to use all the colors and a few of the new reticles. In addition, every weapon DLC pack since (and a few heist DLCs) have had even more new guns and melee weapons, and have begun to lock weapon addons to specific achievements rather than random drops. Finally, a noteworthy addition from the Gage Shotgun Pack DLC is the option to use different shell types for any of the game's shotguns. All firearms in Payday 2 are capable of performing a &amp;quot;tactical reload&amp;quot; (i.e. reload when the magazine isn't emptied) in addition to the &amp;quot;dry&amp;quot; animation, though as is common with most contemporary non-tactical shooters, none of them retain the round currently in battery, meaning there is no &amp;quot;one round in the chamber&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As a final addition, starting with the October 22, 2014 patch, players with a specific skill set are also allowed to replace their primary with two dual-wielded pistols, though this obviously comes with penalties to aiming and recoil and can currently can only be done with a few pistols. Dual-wielding can be done by any player with enough perks in the Hitman perk deck unlocked, or by players who have the Akimbo skill from the Fugitive tree&lt;br /&gt;
&lt;br /&gt;
As of Update #65 (The first person animation update) All base game guns (except for the Bronco .44) and some DLC weapons have received new first person animations, most notably new reloading animations. Also with this update magazines now actually have fully modeled bullets in them, on top of that, it's is possible to see the bullets in the transparent magazines of weapons such as the JP36, Commando 553, Kobus 90 etc.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The first weapon the new players can use (alongside the Colt Model 733) is a [[Glock 17]]. It is given to the player for free as soon as they start the game. It goes by the name Chimano 88 in-game (the 88 possibly being a reference to Pistol 88, the Swedish army's designation for the Glock 17, which is their service weapon) In the early days of Payday 2, it could only use one of three suppressors, though additional mods compatible with it has since been added. The mod selection for the Glock 17 is strangely limited. It can't, for example, use the extended magazine the Glock 18 and 22 can use for whatever reason.&lt;br /&gt;
&lt;br /&gt;
It has damage and accuracy stats very slightly below most 9mm pistols in the game but it boasts a huge ammo pool and top notch concealment. The pistol has a 17 round magazine capacity which would be correct if it weren't for the extended base plate that ''should'' add two more rounds, but it doesn't. &lt;br /&gt;
It is one of seven pistols that can be dual-wielded.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note extended +2 magazine base plate that's not factored into the weapons capacity. Also note that the pistol doesn't have any markings whatsoever on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the dry mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached flashlight, they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17, neither they ever use the flashlight.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] is unlocked at reputation level 2, and is much more customizable than the starting Glock 17. It is named the &amp;quot;Crosskill&amp;quot; as it was in the first game and has an incorrect 10-round magazine instead of 7 or 8 as in reality, it's Extended Mag modification gives it the model of a Kimber 10-round magazine but it holds 16 rounds. It is one of the seven pistols that can be dual-wielded. It is also seen in the background in several menus.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine that has bullets textured inside in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Springfield Armory 1911 Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Springfield Armory 1911 Lightweight Operator.]]&lt;br /&gt;
'''Springfield Armory 1911 Lightweight Operator Akimbo'''&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the Akimbo Lightweight Operators.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Akimbo Lightweight Operators.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo Lightweight Operators.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The LO on a loading screen.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot; and is unlocked at reputation level 6, and has an incorrect 14-round capacity instead of 15. Presently, it is one of the seven pistols that can be dual-wielded. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 2.jpg|thumb|none|600px|Note that for some reason it's modeled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- holding.jpg|thumb|none|600px|The player holds Akimbo 92FS Centurions.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Akimbo 92FS Centurions.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo 92FS Centurions.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, again known as the &amp;quot;Bronco .44&amp;quot; but now featuring its full-length barrel by default. It holds 6 rounds and is unlocked at reputation level 6, and is massively powerful. As of Update 13, street cops can use this devastating weapon. It is also notably used by the female FBI Agent enemies in the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. The hammer is always shown cocked after every shot despite none of the characters ever cocking the hammer.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- holding.jpg|thumb|none|600px|The player holds the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- aim.jpg|thumb|none|600px|The player aims the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 2.jpg|thumb|none|600px|The player somehow reloads all six rounds at the same time without using a speed-loader.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Taurus Raging Bull.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Taurus Raging Bull.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at reputation level 29 and, as in the first game, is known as the &amp;quot;STRYK 18c.&amp;quot; It still features a high rate of fire, decent damage, and low accuracy. It comes with a slightly incorrect 20-round magazine (actually 19), and a tan frame and slide.  Notably, it is one of 3 select-fire capable guns in the game that does not get the fire-mode locking mods.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Glock 18C. Note large cut-out in the slide for the ported barrel, denoting this as a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Glock 18C.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert_Eagle#Desert_Eagle_Mark_XIX|IMI Desert Eagle Mark XIX]] goes by the everlasting nickname Deagle in-game. It holds an incorrect 10 rounds in its 7-round magazine. While it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. &lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if you take a close look at the back end of it.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. There must be some malfunction with the slide release as the slide doesn't lock back once the gun is dry.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. Note that the can at the end of the barrel is a makeshift oil filter suppressor.]]&lt;br /&gt;
===IMI Desert Eagle Mark XIX Akimbo===&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- holding.jpg|thumb|none|600px|The player holds Akimbo Desert Eagles.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Akimbo Desert Eagles.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the Interceptor .45 and is automatically unlocked for purchase by joining the official Payday Steam Group. It's quite powerful and uses a 13-round magazine (one more than it holds in real life for the .45 ACP version). It is one of seven pistols that can be dual-wielded (along with all variants below). It is incorrectly shown fitted with a Heckler &amp;amp; Koch Jet-Funnel mag-well extension and extended magazines that were only designed for and fit the 9mm and .40 S&amp;amp;W versions of the USP. &lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|note Jet-Funnel mag-well extension]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a blink away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The UPS Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] appears as a new gun added in the Election Day update (3/20/2014) and is named the &amp;quot;Chimano Custom&amp;quot;, with the website render marking it as a .40 S&amp;amp;W model. It has a default magazine of 16 rounds (actually 15 in real life or 17 with the +2 base-plate shown in-game) and can be modified in most of the same ways as the Glock 18C. It has a unique red fiber-optic front sight, a flared magazine well, and an OD green frame. The Custom becomes a Glock 35 if equipped with the &amp;quot;Long Slide&amp;quot; modification. This is one of the seven pistols that can be dual-wielded&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the the Custom Glock 22C. Note the slide cut-outs for the ported barrel, denoting this as a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Custom Glock 22C.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest release parade (October 22nd 2014), ''[[John Wick]]'' himself jumped aboard and brought his trusted [[Glock 26]] along for the ride. Called the '''Chimano Compact''', it tries to fill the same &amp;quot;high-capacity 9x19mm&amp;quot; role as the Beretta 92. It can stand up to it in terms of damage output and has a trivial recoil advantage, but otherwise lags a little behind on all fronts, especially so with the &amp;quot;high-capacity&amp;quot; bit. Unlocked at level 36, the $605,000 price tag is a little hard to swallow for what it is. It's also the first of the seven pistols which have separate akimbo variants classed as primary weapons.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied Glock 26. Overkill correctly set it to carry 10 rounds at a time, but didn't account for the potential extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch stealth rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was devised at an in-house &amp;quot;Chimano Custom Shop&amp;quot; instead. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the cute US flag on the upgraded slide.]]&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK(**)==&lt;br /&gt;
The [[Walther_PP_Pistol_Series#Walther_PPK|Walther PPK]] is available for purchase with the Armored Transport DLC and is known as the &amp;quot;Gruber Kurz&amp;quot; pistol. It is fairly weak but easy to conceal and incorrectly holds 14 rounds instead of 6 (.380 ACP) or 7 (.32 ACP) rounds. It was the first handgun in the game to be able to use a laser without needing anything in the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Reloading. Racking the slide.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Walther PPK.]]&lt;br /&gt;
&lt;br /&gt;
===Walther PP===&lt;br /&gt;
Modifying a Walther PPK with the &amp;quot;Long Slide&amp;quot; turns it into a [[Walther_PP_Pistol_Series#Walther_PP|Walther PP]].&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- holding.jpg|thumb|none|600px|The player holds the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- aim.jpg|thumb|none|600px|The player aims the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 1.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Walther PP.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 1.jpg|thumb|none|600px|A Walther PP with red dot sight and suppressor.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 2.jpg|thumb|none|600px|A Walther PP with red dot sight, tactical light, and IPSC compensator.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the Signature .40 and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. In-game it does the same amount of damage as the Crosskill (Springfield Armory 1911 Lightweight Operator), but most, if not all, of its stats are better compared to the Crosskill. By default, the P226 holds 12 rounds (one less than the real .40 version) and its extended magazine unusually has no concealment penalty (unlike those for most weapons)&lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magzine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as a Crimefest community milestone reward, for having 1 million members in the Payday 2 Steam group. It shoots the .410 Bore and holds 5 shells, and is classed by the game as a shotgun, so handgun skills have no effects on it. It is depicted as being ridiculously power, even more so than most of the 12 gauge shotguns, despite it's .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 1.jpg|thumb|none|600px|Note that the shells are too long and clip through the front of the gun.]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- holding.jpg|thumb|none|600px|The player holds the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- aim.jpg|thumb|none|600px|The player aims the Taurus 4510PLYFS. The hole on the hammer is in fact the keyhole of Taurus' patented Revolver Security System.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Taurus 4510PLYFS.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Taurus 4510PLYFS.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 &amp;quot;Broomhandle&amp;quot;]] appears as the &amp;quot;Broomstick&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It has rather high damage, but is hindered by its 10 round magazine.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1 holding.jpg|thumb|none|600px|The player holds the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 aim.jpg|thumb|none|600px|The player aims the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1-mele.jpg|thumb|none|600px|Pistol whipping with the Mauser C96.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mauser C96. Not the barrel of the DL-44 Heavy Blaster Pistol from ''[[Star Wars]]''.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mauser C96.]]&lt;br /&gt;
&lt;br /&gt;
===Mauser C96 carbine \ Mauser C96 &amp;quot;Broomhandle&amp;quot; Hybrid===&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 carbine]] appears if the &amp;quot;Broomstick&amp;quot; is modified with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot;.&lt;br /&gt;
[[file:C96carbine.jpg|thumb|350px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- holding.jpg|thumb|none|600px|The player holds the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- aim.jpg|thumb|none|600px|The player aims the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- mele.jpg|thumb|none|600px|Melee attack of the Mauser C96 carbine.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mauser C96 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot; as part of the Butcher DLC along with the VHS-D2 rifle. Initially a Croatian design (as the HS2000), it has an 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel -.45 ACP]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM holding.jpg|thumb|none|600px|The player holds the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM aim.jpg|thumb|none|600px|The player aims the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 1.jpg|thumb|none|600px|The player reloads the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 2.jpg|thumb|none|600px|The player reloads the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM mele.jpg|thumb|none|600px|Pistol whipping with the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 1.jpg|thumb|none|600px|Modified Version of the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 2.jpg|thumb|none|600px|Modified Version of the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army(**)==&lt;br /&gt;
A [[Single Action Army]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot; and is part of the Butcher's Western Pack DLC. By default it is the 7.5&amp;quot; &amp;quot;Cavalry&amp;quot; model, but the &amp;quot;Shootout Barrel&amp;quot; and &amp;quot;Precision Barrel&amp;quot; modifications turn it into the 5.5&amp;quot; &amp;quot;Artillery&amp;quot; and 12&amp;quot; &amp;quot;Buntline Special&amp;quot; models respectively. When firing the weapon, the player character will fan the hammer. The Single Action Army cannot be modified with other modifications, limited only to the two barrels stated above, a stock, and a pistol grip modification.&lt;br /&gt;
&lt;br /&gt;
The in-game revolver operates in strange and bizarre ways not seen on the real Single Action Army. The weapon is absurdly powerful for an antique revolver of this caliber, massively dwarfing the Bronco .44 and Deagle in stopping power despite both of them faring the other way around in reality. The extractor rod on the Peacemaker is also never used to remove spent cartridges, the player character simply opens the loading gate and puts in fresh rounds, the fired casings falling out on their own.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|350px|thumb|none|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model. - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00006.jpg|600px|thumb|none|Right side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00007.jpg|600px|thumb|none|Left side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00027.jpg|600px|thumb|none|Drawing the Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00029.jpg|600px|thumb|none|&amp;quot;Cavalry&amp;quot; Single Action Army in idle]]&lt;br /&gt;
[[File:2015-05-07 00031.jpg|600px|thumb|none|Iron sights]]&lt;br /&gt;
[[File:2015-05-07 00033.jpg|600px|thumb|none|Opening the loading gate]]&lt;br /&gt;
[[File:2015-05-07 00036.jpg|600px|thumb|none|Loading a round in, note how the player character never seem to remove the spent cartridges with the extractor rod, they just pop out of the chamber on their own and fresh bullets are then loaded. Also note the hammer in fully cocked a.k.a. &amp;quot;ready-to-fire&amp;quot; position, which is not a very safe thing considering the activity in question.]]&lt;br /&gt;
[[File:2015-05-07 00038.jpg|600px|thumb|none|Snapping the loading gate closed, yeah I winced too.]]&lt;br /&gt;
[[File:2015-05-07 00054.jpg|600px|thumb|none|Pistol whipping with the Single Action Army]]&lt;br /&gt;
[[File:2015-05-09 00030.jpg|600px|thumb|none|A Modified &amp;quot;Cavalry&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|350px|thumb|none|Single Action Army with 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips - .45 Long Colt]]&lt;br /&gt;
[[File:PAYDAY2SingleActionArmyArtilleryPreview.jpeg|600px|thumb|none|Right side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00010.jpg|600px|thumb|none|Left side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00057.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00058.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00024.jpg|600px|thumb|none|A Modified &amp;quot;Artillery&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00011.jpg|600px|thumb|none|Right side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00012.jpg|600px|thumb|none|Left side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00066.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00067.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00023.jpg|600px|thumb|none|A Modified &amp;quot;Buntline Special&amp;quot; Single Action Army]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba Autorevolver|Mateba 2006M]] was added into the game with the Alesso Heist DLC. It's called &amp;quot;Matever .357&amp;quot; in game, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell Stand Alone Complex]].  It's chambered in .357 Magnum and holds a correct 6 rounds.&lt;br /&gt;
[[File:Mateba 2006.jpg|thumb|360px|none|Mateba 2006M - .357 Magnum]]&lt;br /&gt;
[[File:Mateba 2006M PD2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Mateba 2006M ingame PD2.jpg|thumb|none|600px|The Player holding the Mateba 2006M]]&lt;br /&gt;
[[File:Mateba 2006M reload PD2.jpg|thumb|none|600px|Reloading the Mateba. Notice the unusual cylinder placement of the 2006M]]&lt;br /&gt;
&lt;br /&gt;
==IWI Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|IWI Jericho 941 PL]] was be added in the Point Break heists DLC. It's called &amp;quot;Baby Deagle&amp;quot; in game, referencing Magnum Research marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;. The weapon has the ejection port marked as 9x19 (9 Parabellum), however it has a magazine capacity of 12 rounds, indicating a .40 caliber variant. The standard 9mm variant has a capacity of 15 rounds. Additionally, the Jericho has the silver guide rod of the 941's chambered in .41 AE, if the intention was to have the Jericho chambered in that caliber, it would explain its whooping 150 damage per shot, very close to the Desert Eagle in game. &lt;br /&gt;
The PL can be modified with the &amp;quot;Spike kit&amp;quot; which makes it resemble the older steel framed [[Jericho 941|Jericho 941 F]], on top of that it can be modified with the &amp;quot;Spike grip&amp;quot; which gives it a very similar appearance as the Jericho 941 R used by Spike Spiegel in [[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]&lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 PL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his 941 in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|The Jericho 941 PL seen in the Point Break heist trailer, note the threaded extended barrel. It is notably a model with a decocker lever, Bohdi is shown decocking the pistol before holstering it in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|The new character Bohdi about to flick the decocker.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The 941 modified into a [[Jericho 941 F]] with the &amp;quot;Spike kit&amp;quot;]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc1.1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc1.2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A Non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike grip&amp;quot; to the former will make it look like Spike Spiegel's 941 R from Cowboy bebop. It is not the exact model as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc2.1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc2.2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol is another weapon added for free with the Hardcore Henry Packs DLC and is called the &amp;quot;White Streak Pistol&amp;quot; ingame. It is incorrectly depicted with a 12-round magazine capacity instead the real life 15-round capacity, even with its &amp;quot;Extended Magazine&amp;quot; mod it only brings it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available), the capacity and high damage show that its stats are a copy-and-paste of the Jericho 941 RPL's stats.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets, classic...]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]], a cheap Double Eagle airsoft one at that, and is unlocked at reputation level 2. It holds an incorrect magazine size of 40 rounds in a short 16-round magazine.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|350px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- holding.jpg|thumb|none|600px|The player holds the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- aim.jpg|thumb|none|600px|The player aims the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- mele.jpg|thumb|none|600px|Melee attack of the MAC-11.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Ingram MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Ingram MAC-11. This is its stock magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from Payday: The Heist, again known as the &amp;quot;Compact-5&amp;quot; and still in use by some SWAT units. It is unlocked at reputation level 13 and starts out as an MP5A4 but can be changed, via the combination of different mods, into a MP5A5, MP5/10, MP5SD5, MP5SD6, or MP5KA4. The Cloaker enemy has a cut down pseudo MP5/40 with an A3 stock and various mods that only they can use, as of update 61 however, it's possible to use the MP5 with 10mm ammo. The actual weapon is not converted into an actual MP5/10 however, as it lacks the bolt release.&lt;br /&gt;
&lt;br /&gt;
As of update 97.4, it's possible to dual wield MP5s. These dual-wielded MP5s lack stocks and it is not possible to attach them.&lt;br /&gt;
[[file:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 left.jpg|thumb|none|600px|MP5A4. Note the odd depiction of the HK fire mode pictograms, There seems to be no safe setting and the semi-auto setting is white like the safe setting instead of being red like the other fire modes. Compare this to the above picture.]]&lt;br /&gt;
[[File:MP5A4 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 left.jpg|thumb|none|600px|MP5A5.]]&lt;br /&gt;
[[Image:MP540.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:Payday2_Cloaker%27sMP540.jpg|thumb|none|600px|The unique MP5/40 wielded by the Cloaker enemy. Didn't help him much... &amp;lt;br&amp;gt; It lacks the bolt release of a true MP5/40.]]&lt;br /&gt;
[[File:Payday2_CloakersMP540_3.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 left.jpg|thumb|none|600px|MP5/10.]]&lt;br /&gt;
[[file:H&amp;amp;K-MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD5 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 left.jpg|thumb|none|600px|MP5SD5.]]&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 left.jpg|thumb|none|600px|MP5SD6.]]&lt;br /&gt;
[[file:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5KA4 - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 left.jpg|thumb|none|600px|MP5KA4.]]&lt;br /&gt;
[[file:MP5A4 PD2 idle.jpg|thumb|none|600px|Holding the MP5A4.]]&lt;br /&gt;
[[file:MP5A5 PD2 Iron sights.jpg|thumb|none|600px|Iron sights of the MP5A5.]]&lt;br /&gt;
[[file:MP5SD6 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5SD6.]]&lt;br /&gt;
[[file:MP5.10 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5/10.]]&lt;br /&gt;
[[file:MP5KA4 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5KA4. Sokol resorts to gently pushing down the bolt instead of going for the ubiquitous slap.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3. This MP5 model is used across several enemy types. It has a Safe/Single/Auto trigger group as opposed to the Safe/Single/Burst/Auto trigger group used by the player available MP5s, making it an A3 model.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Steyr_TMP#Brügger &amp;amp; Thomet MP9|B&amp;amp;T MP9]] appears as the &amp;quot;CMP&amp;quot; and is unlocked at reputation level 19, in reference to the Steyr TMP lookalike in the Nintendo 64 title ''Perfect Dark''. It has an unfortunate niche in the stat rankings where it's not able to muster enough brawn to plug heavier SWAT in single headshots, but isn't quite small enough to pocket for stealth tasks either. What makes it such a hidden gem are the terrific accuracy and stability for its fire rate, which mean that it can put three rounds into a helmet where other SMGs could only place one before jumping off mark. The quick reload, deep ammo pool and agreeable hipfire performance are just further perks.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only crimp is the missing fire selection dial. It'd normally sit near the magazine release in thumb's reach, but this one uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The &amp;quot;Solid Stock&amp;quot; comes standard in the MP9N-A4 model, the 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The last one in the bunch come along only recently in the Butcher's Mod Pack.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off the night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too fast to use over a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with an optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got their shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is. The sidearms carried by FBI Heavy Response Shields didn't have to conform to that change.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN_P90#P90_TR|FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has the highest magazine size of any secondary, but only comes with a total of three mags. If the Long Barrel mod is put on the gun, it will resemble the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|In-game.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:P90 PD2 modified left.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
[[file:P90 PD2 modified right.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that does not get the fire-mode locking mods.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- holding.jpg|thumb|none|600px|The player holds the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- aim.jpg|thumb|none|600px|The player aims the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Thompson M1928. Note how the charging handle isn't locked back when the reload is started, which in reality would make the &amp;quot;L&amp;quot; drum unable to be removed.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1-reloading 2.jpg|thumb|none|600px|The player reloads the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Thompson M1928.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Thompson M1928.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45]] is named the &amp;quot;Swedish K SMG&amp;quot; in game and incorrectly holds 40 rounds in the magazine instead of 36, though it is inaccurate and carries only 80 total rounds. It is available for purchase to anyone who owns the Armored Transport DLC. The in-game weapon is based on the military version of the M/45, as evident by the lack of a fire selector.&lt;br /&gt;
&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- holding.jpg|thumb|none|600px|The player holds the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- aim.jpg|thumb|none|600px|The player aims the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Carl Gustav M/45.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Carl Gustav M/45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2(**)==&lt;br /&gt;
The [[ MP7 | Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;Spec-Ops SMG&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. It comes with its 20-round magazine by default and the Extended Mag mod gives it a 40-round magazine that only holds 32 rounds.&lt;br /&gt;
[[file:MP7A2.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- holding.jpg|thumb|none|600px|The player holds the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- aim.jpg|thumb|none|600px|The player aims the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- mele.jpg|thumb|none|600px|Melee attack of the the MP7A2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Heckler &amp;amp; Koch MP7A2. The player has to pay up in order to extend the stock for some strange reason.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Heckler &amp;amp; Koch MP7A2.]]&lt;br /&gt;
[[file:PD2 MP7A2 reload.jpg|thumb|none|600px|Reloading the MP7A2 with several mods, including it's unique suppressor, extended magazine, laser, and Trijicon sight. The animation has surprisingly remained unchanged unlike most other weapons.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz.61 Skorpion(**)==&lt;br /&gt;
The [[Sa. Vz.61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. Its &amp;quot;Extended Magazine&amp;quot; modification is odd, increasing the magazine size from 20 to 40 rounds despite simply being a second magazine clamped to the side of the one in the gun, somehow it feeds from both at the same time.&lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- holding.jpg|thumb|none|600px|The player holds the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- aim.jpg|thumb|none|600px|The player aims the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- mele.jpg|thumb|none|600px|Melee attack of the Vz.61 Skorpion.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Vz.61 Skorpion. Note the clamped together magazines of the &amp;quot;Extended Magazine&amp;quot; modification.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. &lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes this mistake very obvious.]] &lt;br /&gt;
&lt;br /&gt;
===Intratec AB-10===&lt;br /&gt;
The [[Intratec AB-10]] is used if the TEC-9 is equipped with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 30 rounds instead of 32 and comes equipped with the distinctive &amp;quot;K&amp;quot; foregrip by default.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|400px|IMI Uzi with buttstock collapsed - 9x19mm]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- holding.jpg|thumb|none|600px|The player holds the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- aim.jpg|thumb|none|600px|The player aims the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- mele.jpg|thumb|none|600px|Melee attack of the the Uzi.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the IMI Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the IMI Uzi.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A1(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A1]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling Mk. IV Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- holding.jpg|thumb|none|600px|The player holds the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- aim.jpg|thumb|none|600px|The player aims the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Sterling L2A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 3.jpg|thumb|none|600px|Modified Version of the Sterling L2A1. Note the foregrip based on the E-11 Blasters from [[Star Wars]].]]&lt;br /&gt;
&lt;br /&gt;
===Sterling L34A1(**)===&lt;br /&gt;
The [[Sterling SMG|Sterling L34A1]] is used if the Sterling L2A1 is equipped with the &amp;quot;Suppressed Barrel&amp;quot; modification. Like the Sterling L2A1, it incorrectly holds 20 rounds which can be modified to 30, closer to the correct 34. &lt;br /&gt;
[[file:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|400px|Sterling L34A1 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- holding.jpg|thumb|none|600px|The player holds the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- aim.jpg|thumb|none|600px|The player aims the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Sterling L34A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Sterling L34A1.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the Jacket Character Pack. It holds a correct 32 rounds and has a after-market vertical foregrip in place of the barrel nut.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 holding.jpg|thumb|none|600px|The player holds the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 aim.jpg|thumb|none|600px|The player aims the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 1.jpg|thumb|none|600px|The player reloads the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 2.jpg|thumb|none|600px|The player reloads the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 mele.jpg|thumb|none|600px|Melee attack of the Cobray M11/9.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 1.jpg|thumb|none|600px|Modified Version of the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 2.jpg|thumb|none|600px|Modified Version of the Cobray M11/9.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the Gage Ninja Pack DLC. It's called &amp;quot;Kross Vertex&amp;quot; in-game. It can be modified with a long barrel to make it resemble the Vector CRB, which is the civilian semi-auto only variant. The weapon also has its own unique suppressor. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|KRISS Vector - .45 ACP]]&lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the actual bolt release isn't pressed, instead the surface underneath is.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the Yakuza Character Pack.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Reloading. Note how there is no bullet in the chamber.]]&lt;br /&gt;
[[File:Micro Uzi PD2 left modified.jpg|thumb|none|600px|Modified.]]&lt;br /&gt;
[[File:Micro Uzi PD2 right modified.jpg|thumb|none|600px|Modified.]]&lt;br /&gt;
&lt;br /&gt;
==TsNIITochMash SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is Veresk translated to English. It's notably the only subgun so far that can be dual-wielded. It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats are a copy-and-paste (sans the rate of fire and stability) of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece)&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in russain, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used only by some NPCs, namely the GenSec Elite SWAT and the Murkywater PMC enemies. It is unavailable for player use at the present time.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Payday2_GenSecElites.jpg|thumb|none|600px|The  GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP45 misc.jpg|thumb|600px|none|A dropped UMP45.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines / Assault Rifles / Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
The K23 and [[AKMSU]] count as SMG's in-game, but are actually carbines, therefor their entries will appear here.&lt;br /&gt;
&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKS-74==&lt;br /&gt;
The [[AKS-74|Izhmash AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called AK Rifle and holds 30 rounds. It can become a regular [[AK-74]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|501px|Izhmash AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M4/M4A1_Carbine#M4.2FM4A1_Carbine|Colt M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gasblock. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. As in the first Payday, this weapon is still used by SWAT Snipers, despite there being more appropriate weapon models available, though the FBI Files claims them to be chambered in higher-caliber rounds than the normal weapon. &lt;br /&gt;
&lt;br /&gt;
The CAR-4 has a ridicules amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the CAR resemble a whole host of different real world AR variants.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|Colt M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday has the fire selector set to full-auto instead of safe or some other ungodly location.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a CAR-4 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SalientArmsTier1 AR.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the CAR-4 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual ingame NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with theirs, note the laser.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle still lacks the bolt release of an A3. Oddly, instead of its build-in folding foregrip it has a section of rail added to the hinge and an aftermarket vertical grip attached to said rail.&lt;br /&gt;
Upon launch, the rifle can be seen using a Magpul PMAG, which suggests it was not based entirely on an authentic AUG. After the animation update, however, it gains the AUG's proprietary magazine.&lt;br /&gt;
As of update 61, the Raptor polymer body was added as a mod for the weapon, this mod will give the weapon the appearance of the Thales F90.&lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 is a future replacement for the Australian F88 Austeyr - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:AUG A2 PD2 modified left.jpg|thumb|none|600px|Modified Version. Here the weapon has been modified with the Raptor polymer body, making the weapon resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
[[file:AUG A2 PD2 modified right.jpg|thumb|none|600px|Modified Version.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMS==&lt;br /&gt;
The [[AKMS|Izhmash AKMS]] appears as the AK.762 and is unlocked at reputation level 16.It holds 30 rounds and has less total ammunition than the AKS-74. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Reloading. A round can be seen in the chamber as the charging handle is pulled.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They are the only enemies so far to do so.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36K|Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy, and a deep 240 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this JP is a KV. The proportions are a little off and the barrel is a different length, hinting that it might've been modeled from an airsoft cousin.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops1.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36C|G36C]].&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[M16_rifle_series#Olympic_Arms_K23B|OA K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[M16_rifle_series#CQB-R / Mk. 18 Mod 0|Mk. 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk. 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reload like this (As of update 65, the AMR-16 has received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M14==&lt;br /&gt;
A [[M14|Springfield Armory M14]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode. The weapon can be modified with a JAE 100 G3 stock or a SAGE EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|Springfield Armory M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|500px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO. A real Mk 14 has a 18&amp;quot; barrel as opposed to the 16&amp;quot; one in-game.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading1.jpg|thumb|none|600px|Reloading. Here the weapon has been modified with a SAGE EBR Chassis to resemble a Mk 14 Mod 0 EBR.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading2.jpg|thumb|none|600px|Reloading. Payday 2 could be one of the first games where the bolt release is used to chamber a new round on an M14-type rifle instead of giving the charging handle a pull.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 right.jpg|thumb|none|600px|Modified Version of the M14 DMR in a SAGE EBR Chassis.]]&lt;br /&gt;
[[file:Payday2 M1A Socom variant 2.jpg|thumb|none|600px|Modified Version of the M14 DMR in a JAE 100 G3 stock.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMSU==&lt;br /&gt;
A variant on the [[AKMSU|Izhmash AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a secondary weapon, rather than a primary like the other three Kalashnikov rifles.&lt;br /&gt;
&lt;br /&gt;
As of update 97.4, it's possible to dual wield AKMSUs.&lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|Izhmash AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
&lt;br /&gt;
==Romanian AIMR==&lt;br /&gt;
Attaching the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the Izhmash AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]] (although the AKMS stock remains the same).&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AIMR.jpg|thumb|none|600px|A presumable AIMR heavily dressed in new furniture with a nice PBS-1 suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5]] family appears as the '''AK5''', all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5B]]. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Cesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;. Decorated here with a yellow laser module and a Lancer L5 magazine.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN_FNC#FN_FNC|FN Herstal FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the FN Ak's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16#M16A4_Rifle|Colt M16A4]] with a short barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|Colt M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. Putting an actual 30 round mag in gun gives it 38 rounds.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Reloading. Pulling the charging handle.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Colt M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Colt M16A4.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG_SG_550#SIG_SG_552|SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It Holds 30 rounds. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown&lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note the empty, translucent magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the magazine is not only full but also has the appropriated amount of ammo in it!]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Reloading. Hitting the bolt release.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SIG 552-2 PD2 modified left.jpg|thumb|none|600px|Modified version. Notice the railed handguard.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN_SCAR#FN_SCAR-H|FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Reloading. For some reason the charging handle doesn't lock back, so instead it's pulled to chamber a new round. In the original animation the bolt release was used instead.]]&lt;br /&gt;
[[File:PD2 SCAR-H misc1.jpg|thumb|600px|none|After receiving some buckshot, a former Murkywater PMC drops his SCAR-H. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR-H misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator. Note that the rail extension is for an AR-15 and not the SCAR platform.]]&lt;br /&gt;
[[File:SCAR-H PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==FN  FAL(**)==&lt;br /&gt;
The [[FN_FAL#FN_FAL|FN FAL]] appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. Notably, the FAL was the first weapon to have its accessories linked to DLC achievements rather than random drops. It notably has a DSA railed upper-receiver.  &lt;br /&gt;
[[File:FN_FAL_50_00.jpg|thumb|none|500px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA upper-receiver.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The FAL can become a [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] with the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|500px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:FalconRifle4.jpg|thumb|none|600px|Version of the FN FAL modified into a DSA SA58 OSW.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Romat===&lt;br /&gt;
Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the FAL allows it to impersonate the [[FN_FAL#IMI_Romat|IMI Romat]] (although the FAL rear sight, DSA upper-receiver, and barrel remain the same). &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL.jpg.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL_2.jpg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS#FAMAS_F1|FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; and is unlocked for purchase by buying the Gage Assault Pack DLC. It incorrectly holds 30 rounds instead of 25.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 1.jpg|thumb|none|600px|I]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- holding.jpg|thumb|none|600px|The player holds the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- aim.jpg|thumb|none|600px|The player aims the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the FAMAS F1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the FAMAS F1.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G1===&lt;br /&gt;
The [[FAMAS#FAMAS_G2|FAMAS G1]] is used if the &amp;quot;G2 Grip&amp;quot; is equipped on the FAMAS F1 (Before Update #37, &amp;quot;G2 Grip&amp;quot; was called &amp;quot;Retro Grip&amp;quot; although the FAMAS G1 is newer model of FAMAS F1). Like the FAMAS F1, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[file:FAMAS F2.jpg|thumb|none|500px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 1.jpg|thumb|none|600px|Modified Version of the FAMAS G1.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 2.jpg|thumb|none|600px|Modified Version of the FAMAS G1.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the Gage Assault Pack DLC. It incorrectly holds 30 rounds instead of 25, a higher than real life ROF, and is shown with an unusable bipod extended&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:Payday2_galil_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galil.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet, even though there was more than one left...]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Reloading. Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
&lt;br /&gt;
===IMI Galil MAR/Galil 7.62 Hybrid===&lt;br /&gt;
A [[Galil#Galil MAR|IMI Galil MAR/Galil 7.62 Hybrid]] is created if the Galil ARM is equipped with the &amp;quot;CQB Foregrip&amp;quot; and &amp;quot;Skeletal Stock&amp;quot; modification. Like the Galil ARM, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil_m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilmar.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galilmar_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===IMI Galil Sniper Rifle===&lt;br /&gt;
The [[Galil#Galil Sniper Rifle|IMI Galil Sniper Rifle]] is used if the Galil ARM is equipped with the &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; modification. Like the Galil ARM, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilsniper.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galilsniper_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; and is available to purchase for owners of the Gage Assault Pack DLC. It holds 20 rounds, has quite a bit of recoil and stopping power. It can be mocked up as a [[PSG-1]] lookalike with the Precision stock, grip, foregrip, and the DMR kit, the latter giving the gun the PSG-like barrel, trigger, and 10 round magazine.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...chambering a round.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3 modified to ''look'' like a PSG-1.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG isn't ambidextrous and it does have a forward assist, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield_L85_rifle_series#L85A2|Enfield L85A2]] was added alongside the ''Clover Character Pack'' as the &amp;quot;Queen's Wrath&amp;quot;.  Notably, it is the only select-fire capable primary (and one of three select-fire guns available in the entire game) that does not get the fire-mode locking mods. By default it holds 30 rounds and has a Grippod vertical grip.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|Enfield L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- holding.jpg|thumb|none|600px|The player holds the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- aim.jpg|thumb|none|600px|The player aims the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- mele.jpg|thumb|none|600px|Melee attack of the L85A2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Enfield L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Enfield L85A2.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the Dragan Character Pack DLC, much like the L85A2 was part of Clover's DLC. It is known internally as the &amp;quot;Lion's Roar&amp;quot;, has a high rate of fire and overall good stats, though it has a long reload time and if unmodified, high recoil.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 holding.jpg|thumb|none|600px|The player holds the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 aim.jpg|thumb|none|600px|The player aims the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 1.jpg|thumb|none|600px|The player reloads the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 2.jpg|thumb|none|600px|The player reloads the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 mele.jpg|thumb|none|600px|Melee attack of the VHS-D2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 1.jpg|thumb|none|600px|Modified Version of the HS Produkt VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 2.jpg|thumb|none|600px|Modified Version of the HS Produkt VHS-D2.]]&lt;br /&gt;
===HS Produkt VHS-K2===&lt;br /&gt;
The Lion's Roar becomes the HS Produkt VHS-K2 when equipped with the &amp;quot;Short Barrel&amp;quot;.&lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==TsNIITochMash AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It can be modified into the [[VSS Vintorez]] if the &amp;quot;Solid Stock&amp;quot; is applied.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:AS val rightside PD2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 reloading1.jpg|thumb|none|600px|Reloading the AS Val. Note the bullets in the magazine]]&lt;br /&gt;
[[File:AS Val PD2 reloding2.jpg|thumb|none|600px|Reloading. Pulling the charging handle]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
&lt;br /&gt;
===SUB-2000 Gen 2===&lt;br /&gt;
Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen2 shape. It seems to be an interpretation of a Red Lion Precision rail combo, but instead of concealing the suppressor inside the rails, a short rail was used as a base for an enormous mystery suppressor.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]] is called the &amp;quot;Reinfeld 880&amp;quot; and is unlocked at reputation level 8, it has synthetic furniture instead of wood and it has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, and the basic green Bulldozer.&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|500px|Remington Model 870 Field Gun - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at reputation level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. It is overall similar to its full-sized counterpart, but has slightly higher damage and a higher rate of fire but shorter range and lower accuracy.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash Saiga-12K==&lt;br /&gt;
The [[Saiga 12K|Izhmash Saiga-12K]] appears as the ninth primary weapon, and is shown as being fully-automatic with select fire available. Prior to the Gage Shotgun Pack DLC, it was the only semi-auto shotgun in the game. The model is not based on an actual Saiga-12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-12 style front trunion (lacking the corresponding rivets however). It is called the IZHMA 12G and is unlocked at reputation level 26 and holds 7 shells. It is notably used by a Bulldozer variant called the &amp;quot;Killdozer&amp;quot; that wears black armor. His model of Saiga uniquely has an unobtainable solid stock, and before it was removed in a patch, a drum magazine. The Saiga-12 is also used by the FBI informant that sold out the gang in the Hoxton Revenge heist, if the informant's panic room is opened after the heist has gone loud.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Izhmash Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard keeping the optic stable.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at reputation level 39. Obviously it only holds two shells but is one of the most powerful weapons in the game. It has only two modifications, &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special,&amp;quot; both of which saw down the barrels and stock respectively&lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun holding.jpg|thumb|none|600px|The player holds the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun aim.jpg|thumb|none|600px|The player aims the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 1.jpg|thumb|none|600px|The player reloads the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 2.jpg|thumb|none|600px|The player reloads the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun mele.jpg|thumb|none|600px|Melee attack of the Double Barreled Shotgun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 double barrel variant 1.jpg|thumb|none|600px|Modified Version of the Double Barreled Shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===Sawn-Off Double Barreled Shotgun===&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun|Sawed Off Shotgun]] is used when the Mosconi 12G is modified. The &amp;quot;Road Warrior&amp;quot; barrel saws the barrels down, while the [[The_Wire_-_Season_1#Unknown_Double_Barrel_Shotgun|&amp;quot;Gangsta Special&amp;quot;]] saws off the stock.&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun holding.jpg|thumb|none|600px|The player holds the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun aim.jpg|thumb|none|600px|The player aims the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 1.jpg|thumb|none|600px|The player reloads the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 2.jpg|thumb|none|600px|The player reloads the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun mele.jpg|thumb|none|600px|Melee attack of the Sawn-Off Shotgun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sawed off variant 1.jpg|thumb|none|600px|Sawn-Off Shotgun with stock untouched.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as a new gun added in the Crimefest update (10/26/2014) and is called the Predator 12G. It correctly fires in semi auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds an incorrect 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2_SPAS12.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:Payday2_SPAS12_2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After doing so, Dallas flips over the SPAS-12 and racks the charging handle, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta S3/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced with the Bonnie Character Update in March 13th appears to be a hybrid of the Beretta S3 O/U and CZ Redhead Deluxe O/U. Named the &amp;quot;Joceline O/U 12G&amp;quot; in-game.&lt;br /&gt;
[[File:Beretta Side Lock Model S3.jpg|thumb|none|500px|Beretta S3 O/U - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading1.jpg|thumb|none|600px|Reloading. Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading. Note the unstuck primers.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Reloading. Two shells, one hand.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified left.jpg|thumb|none|600px|Modified version. The barrels has been sawed-off...]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified right.jpg|thumb|none|600px|..and a fancy shell holder has been put on the stock.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. First introduced in the Death Wish Update in the hands of some GenSec Elite SWATs, though with a fixed stock. A player-usable version was finally added in the Gage Shotgun Pack DLC. It holds 8 shells in the tube by default (as opposed to its real life counterpart's 7).&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- holding.jpg|thumb|none|600px|The player holds the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- aim.jpg|thumb|none|600px|The player aims the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Benelli M4.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Benelli M4 Super 90.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Tactical===&lt;br /&gt;
The Benelli M4 Tactical is used if the M1014 is equipped with the &amp;quot;Solid Stock&amp;quot;&lt;br /&gt;
[[File:M4 Tactical.jpg|thumb|none|500px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 NFA===&lt;br /&gt;
The Benelli M4 NFA is used when the M1014 is equipped with the &amp;quot;Short Barrel&amp;quot;.&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 NFA Tactical===&lt;br /&gt;
The Benelli M4 NFA Tactical is used if the M1014 is equipped with the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot;&lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Notably it is one of the most concealable shotguns in the game and has the highest capacity of any of them. Holds 14 shells and was added in the Gage Shotgun Pack DLC.&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:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
&lt;br /&gt;
==Sentinel Arms Striker-12(**)==&lt;br /&gt;
The humble fixed-drum [[Armsel Striker and variants#Examples of the Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. In Overkill's usual fashion, it's a mix of all of the different versions mooshed together in a highly educated, equal measure. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|Cobray Street Sweeper - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance level of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms magazine's spring-loaded thumb tab actually used to advance the drum during reloads. The big tube on the end is an exclusive integral suppressor to further drive the gun into fantasy land.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12 CQB(**)==&lt;br /&gt;
Added with the release of The Butcher's BBQ Pack was an [[AA-12|MPS AA-12 CQB]] as evident by its short barrel, known internally as the &amp;quot;Steakout 12G&amp;quot;. Comes default with a 8-round box magazine and an entirely fictional semi/auto selective fire capability as all extant AA-12 models are capable of fully automatic fire only. Its in-game rate of fire of 300 matches that of the real weapon.&lt;br /&gt;
Optional enhancements includes a 20-round drum, a long barrel, and custom integral suppressor. When any optics are mounted it gains a railed mount with a useless shell rack on the left side, replacing the whole rear sight.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|The MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:2015-04-22 00009.jpg|thumb|none|600px|In-game preview of the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00010.jpg|thumb|none|600px|Player holding the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00011.jpg|thumb|none|600px|Stock ironsights of the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00013.jpg|thumb|none|600px|Player reloading the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00023.jpg|thumb|none|600px|Melee attack of the AA-12 CQB.]]&lt;br /&gt;
&lt;br /&gt;
===MPS AA-12===&lt;br /&gt;
The &amp;quot;Steakout 12G&amp;quot; becomes a regular AA-12 when fitted with the &amp;quot;Long Barrel&amp;quot; modification.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:2015-04-22 00018.jpg|thumb|none|600px|In-game preview of the the now regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the Goat Simulator DLC (where do they get these ideas?) a full-size [[Ithaca 37]] was added, oddly as a secondary weapon. Called GSPS 12G in-game. It incorrectly holds 7 rounds in the standard 4-round tube magazine.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 riot version - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca with the Riot barrel and Riot grip. The grip isn't actually an riot configuration but rather just a sawed-off variant.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[http://www.imfdb.org/wiki/No_country_for_old_men#Remington_11-87 No Ithaca for old men.]]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gage Weapon Pack #02&amp;quot; downloadable content pack introduced three light machine guns to the players' arsenal. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and The &amp;quot;Crimefest 2015&amp;quot; introduced the Ksp 58. The weapons can only be hip-fired and are very inaccurate. The bipods cannot be unfolded without the Lion Bipod attachment, introduced during CrimeFest 2015, which greatly stabilizes the weapon but immobilizes the player and restricts their field of fire to a roughly ninety-degree arc.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMG's in game, the MG42 and FN M240 are actually GPMG (General Purpose Machine Guns)&lt;br /&gt;
&lt;br /&gt;
==Izhmash RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK modified right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249 Para]] appears as the &amp;quot;KSP&amp;quot; and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|FN M249 SAW Paratrooper version with 200-round ammo drum  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommend.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his M249. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
&lt;br /&gt;
===FN M249-E2 SAW===&lt;br /&gt;
The &amp;quot;Soild Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; attachments can make a M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|]] &lt;br /&gt;
===FN Mk 46 Mod 0===&lt;br /&gt;
The &amp;quot;Railed Foregrip&amp;quot; and &amp;quot;Soild Stock&amp;quot; attachments can make a M249 Para that resembles the [[FN_Minimi#Mk 46 Mod 0|Mk 46 Mod 0]], though the M249 keeps its STANAG mag well.&lt;br /&gt;
[[file:Mk46.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style rear-sight rather than the 21E's real rear sight. It has a front grip that's tilted to the left in order to making it easier to hold. &lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and has the highest rate of fire of the LMGs.&lt;br /&gt;
[[file:MG42 Left.jpg|thumb|500px|none|MG 42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|The player holds the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- aim.jpg|thumb|none|600px|The player aims the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- mele.jpg|thumb|none|600px|Melee attack of the MG 42.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 1.jpg|thumb|none|600px|Modified version of the MG 42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 2.jpg|thumb|none|600px|Modified version of the MG 42 with a barrel based on the DLT-19 Heavy Blaster Rifle from [[Star Wars]], with was actually made from a [[MG34]].]]&lt;br /&gt;
&lt;br /&gt;
==FN M240==&lt;br /&gt;
Although it's called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;Crimefest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|FN M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|Carl Gustaf Ksp 58 B  - 7.62x51mm NATO. For comparison]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The &amp;quot;Ksp 58&amp;quot;.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new ammo box.]]&lt;br /&gt;
[[File:PD2 M240 modified left.jpg|thumb|600px|none|Modified version with a short barrel, bipod, plastic Stock and...]]&lt;br /&gt;
[[File:PD2 M240 modified right.jpg|thumb|600px|none|...an AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' Downloadable Content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a .45 degree off-set iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the Point Break heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
==Remington MSR==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at reputation level 15. It is featured either with a default and non-standard wooden body or the optional and proper aluminium alloy body. It uses a 10 round magazine. &lt;br /&gt;
[[File:RemingtonMSR.jpg|thumb|none|500px|Remington MSR - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right.jpg|thumb|none|600px|Tactical Aluminium Alloy body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left.jpg|thumb|none|600px|Tactical Aluminium Alloy body.]]&lt;br /&gt;
[[File:Remington MSR PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt. Here the weapon has been modified with its own unique suppressor. The Suppressor is actually based of the MSR's real world equivalent]]&lt;br /&gt;
[[File:Remington MSR PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine. Note the backup iron sights.]]&lt;br /&gt;
[[File:PD2 MSR reloading2.5.jpg|thumb|none|600px|Reloading. The new magazine is inserted and the bolt is cycled to chamber the round. Notice the actual bullet in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 LRS2==&lt;br /&gt;
The [[Blaser R93|Blaser R93 LRS2 Precision Sniper Rifle]] appears as the &amp;quot;R93&amp;quot; and is unlocked at reputation level 35. It is featured either with a default polymer or optional wooden body. It uses a 6-round magazine (one more than it holds real life). &lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 LRS2 Precision Sniper Rifle - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_R93_Right.jpg|thumb|none|600px|Standard body.]]&lt;br /&gt;
[[File:Payday_2_R93_Left.jpg|thumb|none|600px|Standard body.]]&lt;br /&gt;
[[File:Payday_2_R93_Right_wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_R93_Left_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:R93 PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:R93 PD2 reloading1.jpg|thumb|none|600px|Reloading. How the top most bullet stays in place is a mystery.]]&lt;br /&gt;
[[File:R93 PD2 reloading2.jpg|thumb|none|600px|Reloading. The new magazine is in and a round is chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at reputation level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the second most powerful one so far, having an astounding damage stat of '''2880''', second only to the RPG-7 included with the OVERKILL Pack, which deals a solid 10000 damage per shot.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 scope rectile.jpg|thumb|600px|none|The rectile of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the rectile shape or color on this scope.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:PD2 M95 right modified.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 left modified.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M1907 Carbine]] is seen as the &amp;quot;Mosin-Nagant&amp;quot; and is part of the Gage Historical Pack DLC. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70.&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon!]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|The Mosin Nagant can be modified with a M38 carbine length barrel...]] &lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|...and a full length M91/30 one.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] was added with the Gage Ninja Pack DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot;. The actual WA 2000 is chambered in .300 Winchester or 7.5x55mm Swiss, so the .308 in the name wrongly suggest the weapon is chambered in .308. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:WA2000 PD2 rightside.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:WA2000 PD2 idle.jpg|thumb|none|600px|The WA 2000 in game.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant it can use, and starts out with, iron sights. It can be modified with a long barrel, suppressed barrel, and a unique magnified scope. However, it can not be customized with modern modifications like lasers and sights besides the one unique to it.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:2015-05-08 00013.jpg|thumb|none|600px|Right side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-08 00014.jpg|thumb|none|600px|Left side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-07 00059.jpg|thumb|none|600px|The Winchester Model 1873 in-game.]]&lt;br /&gt;
[[File:2015-05-07 00061.jpg|thumb|none|600px|Iron-sights.]]&lt;br /&gt;
[[File:2015-05-07 00062.jpg|thumb|none|600px|Loading a round in.]]&lt;br /&gt;
[[File:2015-05-07 00063.jpg|thumb|none|600px|Cocking the lever.]]&lt;br /&gt;
[[File:2015-05-07 00065.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
[[File:2015-05-09 00031.jpg|thumb|none|600px|A modified Winchester Model 1873]]&lt;br /&gt;
[[File:2015-05-09 00032.jpg|thumb|none|600px|Another modified Winchester Model 1873]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] was added along for free with the character Bodhi from the [http://www.imfdb.org/wiki/Point_Break_%282015%29 Point Break remake]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. &lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty!]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC (unlike the first game that had it by default) It's called GL40 in-game, same as the first Payday. It is possible to hurt or kill ones own team members with it so it pays to be careful when using it. Additionally, the grenades have no arming distance and can be shoot out of the air by gunfire from police. This can be especially dangerous as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt.&lt;br /&gt;
&lt;br /&gt;
All the grenade launchers deal the same damage, 340.&lt;br /&gt;
&lt;br /&gt;
The front leaf sight on the M79 model acts as an in-built gadget, and pressing the enable gadget key (default &amp;quot;G&amp;quot;), allows the player to fire grenades at a much higher arc than usual.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock.&lt;br /&gt;
[[Image: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;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|Reloading the Mk 1L can take as long as 15 seconds(!) if the user has gone through the whole cylinder. This is because each fired grenade is pulled out and subsequently replaced with a new one. Here a new grenade is loaded.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Reloading. Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 10000, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it's hit by enemy fire, something that happens a lot on more intense heists. &lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 mele.jpg|thumb|none|600px|Melee attack]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 variant 1.jpg|thumb|none|600px|The only modifications the RPG can accept are sights.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). Like the RPG, it's a secondary weapon.&lt;br /&gt;
[[Image:EX-41 ''CHINA LAKE LAUNCHER''.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 can only be used with the right Technician skills. By default, it is used as tripmines, which can be used to set traps for enemies. The tripmines themselves are unlocked simply by starting to learn Technician skills. The later Shaped Charge skill allows players with it to use their explosives to instead blow up doors and safe doors, potentially saving a lot of time for them and their team. Certain skills also allow them to be toggled into 'Sensor Mode' in which they will not explode, but will mark enemies that pass by. This can be useful in stealth runs. Some C4 packs are also used for certain objectives, and can be used by any player when picked up.&lt;br /&gt;
[[File:Payday2 C4.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
[[File:Payday2 c4 1.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers at times. The Commissar in Hotline Miami also uses one when fought. The same model is also used for the flash bangs that law enforcers love to use all too frequently. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|M18 smoke grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is only usable by players with the first Gage Weapon Pack DLC, unless they buy the Grenade Case for their team during a heist. Grenades have a fairly wide blast radius that can go through walls, and they will stun enemies that aren't killed outright. Players can carry up to three and should be careful, as they can easily cause civilian kills or friendly fire if handled improperly. Notably, it's possible for enemies to shoot the grenades in mid-air, causing immediate detonation. All grenades are shown with the red Overkill bomb logo painted on the side.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:Payday2 granat.jpg|thumb|none|600px|M67 hand grenade in game. Note the Overkill logo.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added to the game in the Gage Historical Pack, and is referred to in game as the &amp;quot;Potato Masher&amp;quot;. Unlike the M67, it is not used as a thrown explosive, but rather as a melee weapon, similar to the Demoman from ''[[Team Fortress 2]]''. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:pd2-stick-grenade.jpg|thumb|none|600px|Model 24 Stielhandgranate, called the &amp;quot;Potato Masher&amp;quot; in game.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[GE_M134_Minigun#Hand_Held_M134_Minigun|Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest rate-of-fire of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, having the weapon equipped results in a movement speed penalty. As usual in video games and films, the weapon appears to have no power source.&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: 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:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun holding.jpg|thumb|none|600px|The player holds the Hand Held Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun aim.jpg|thumb|none|600px|The player aims the Hand Held Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun mele.jpg|thumb|none|600px|Melee attack of the Hand Held Minigun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 1.jpg|thumb|none|600px|Modified Version of the Hand Held M134 Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 2.jpg|thumb|none|600px|Modified Version of the Hand Held M134 Minigun.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5K|Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|Sentry Gun in game.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Payday (disambiguation)]]&lt;br /&gt;
&lt;br /&gt;
[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Payday 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=993586</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=993586"/>
		<updated>2016-01-08T20:01:32Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Mosin Nagant M1907 Carbine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2.&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Payday 2''' is the sequel to [[Payday: The Heist]]. As with the first game, players may join up to three others in a spree of robberies and other heists to earn money. Payday 2 noticeably features many changes from the first game, among other things the new skill tree. Each of the five trees (the '''Mastermind''', '''Enforcer''', '''Technician''', '''Ghost''', and '''Fugitive''') focuses on differing specializations, though unlike the first game do not grant new weapons for level ups (aside from special examples like the portable saw). Weapons are instead unlocked to purchase by leveling up, which now is done with experience points instead of money. Money is used to buy new weapons, modifications, and masks, though it is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and addons.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
&lt;br /&gt;
The game operates with the heister moving in with 2 weapons, and 2 weapons only. A primary and a secondary. Primaries consist of assault rifles, shotguns, and marksman rifles. Secondaries consist of pistols, machine pistols, and bizarrely, a few chopped down variants of some shotguns and assault rifles. Players can take ammo from enemies, but not weapons, ala [[SWAT 4]] and other such tactical shooters.&lt;br /&gt;
&lt;br /&gt;
Each weapon has its own customization options, though some like the Glock 17 barely have any and others like the M4A1 may have much more than others. In addition to shared items like suppressors, weapons also have their own sets of unique addons, such as extended magazines or different finishes or grips. Mods can be removed from these weapons for no charge, and the mod in question will not be lost, merely returned to the player's inventory. However, re-adding it will again require money.&lt;br /&gt;
&lt;br /&gt;
In addition to this, owners of the Gage Weapon Pack #1 DLC will be allowed to change the firing mode between fully automatic and semi-automatic on all applicable weapons, and unlock access to special addons that enable locking a weapon permanently in one fire mode. Owners of the Gage Weapon Pack #2 DLC will also have access to the machine guns as well as new knives. Owners of the Gage Mod Courier DLC will also be able to unlock a special set of modifications that are otherwise unobtainable. As a bonus, the pack also comes with extra reticles and colors for all sights, though players without the DLC will still be able to use all the colors and a few of the new reticles. In addition, every weapon DLC pack since (and a few heist DLCs) have had even more new guns and melee weapons, and have begun to lock weapon addons to specific achievements rather than random drops. Finally, a noteworthy addition from the Gage Shotgun Pack DLC is the option to use different shell types for any of the game's shotguns. All firearms in Payday 2 are capable of performing a &amp;quot;tactical reload&amp;quot; (i.e. reload when the magazine isn't emptied) in addition to the &amp;quot;dry&amp;quot; animation, though as is common with most contemporary non-tactical shooters, none of them retain the round currently in battery, meaning there is no &amp;quot;one round in the chamber&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As a final addition, starting with the October 22, 2014 patch, players with a specific skill set are also allowed to replace their primary with two dual-wielded pistols, though this obviously comes with penalties to aiming and recoil and can currently can only be done with a few pistols. Dual-wielding can be done by any player with enough perks in the Hitman perk deck unlocked, or by players who have the Akimbo skill from the Fugitive tree&lt;br /&gt;
&lt;br /&gt;
As of Update #65 (The first person animation update) All base game guns (except for the Bronco .44) and some DLC weapons have received new first person animations, most notably new reloading animations. Also with this update magazines now actually have fully modeled bullets in them, on top of that, it's is possible to see the bullets in the transparent magazines of weapons such as the JP36, Commando 553, Kobus 90 etc.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot; and is unlocked at reputation level 6, and has an incorrect 14-round capacity instead of 15. Presently, it is one of the seven pistols that can be dual-wielded. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 2.jpg|thumb|none|600px|Note that for some reason it's modeled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- holding.jpg|thumb|none|600px|The player holds the 92FS Centurion.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- aim.jpg|thumb|none|600px|The player aims 92FS Centurion.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads 92FS Centurion.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads 92FS Centurion.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the 92FS Centurion.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Beretta 92FS Centurion.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Beretta 92FS Centurion.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- holding.jpg|thumb|none|600px|The player holds Akimbo 92FS Centurions.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Akimbo 92FS Centurions.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo 92FS Centurions.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in-game as the &amp;quot;Chimano 88 Pistol&amp;quot;. It is the default secondary weapon, and is initially rather weak though holds a fairly large and correct 17-round magazine (though it has an extended +2 magazine base-plate that would allow it to hold 19 rounds). Originally it could only use one of three suppressors, though a few more compatible parts have been added in patches. It is one of seven pistols that can be dual-wielded&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Glock 17 Gen 3 -hd1- menu 1.jpg|thumb|none|600px|Note extended +2 magazine base-plate that's not factored into the weapons capacity]]&lt;br /&gt;
[[File:Payday2 Glock 17 Gen 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Glock 17.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Glock 17.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Glock 17.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Glock 17.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Glock 17.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Glock 17.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Glock 17.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C Generation 3]] is unlocked at reputation level 29 and, as in the first game, is known as the &amp;quot;STRYK 18c.&amp;quot; It still features a high rate of fire, low power, low accuracy, comes with a slightly incorrect 20-round magazine (actually 19), and a tan frame and slide.  Notably, it is one of 3 select-fire capable guns in the game that does not get the fire-mode locking mods.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Glock 18C. Note large cut-out in the slide for the ported barrel, denoting this as a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Glock 18C.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C==&lt;br /&gt;
The [[Glock 22|Glock 22C]] appears as a new gun added in the Election Day update (3/20/2014) and is named the &amp;quot;Chimano Custom&amp;quot;, with the website render marking it as a .40 S&amp;amp;W model. It has a default magazine of 16 rounds (actually 15 in real life or 17 with the +2 base-plate shown in-game) and can be modified in most of the same ways as the Glock 18C. It has a unique red fiber-optic front sight, a flared magazine well, and an OD green frame. The Custom becomes a Glock 35 if equipped with the &amp;quot;Long Slide&amp;quot; modification. This is one of the seven pistols that can be dual-wielded&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the the Custom Glock 22C. Note the slide cut-outs for the ported barrel, denoting this as a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Custom Glock 22C.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26==&lt;br /&gt;
On the seventh day of the Crimefest release parade (October 22nd 2014), ''[[John Wick]]'' himself jumped aboard and brought his trusted [[Glock 26]] along for the ride. Called the '''Chimano Compact''', it tries to fill the same &amp;quot;high-capacity 9x19mm&amp;quot; role as the Beretta 92. It can stand up to it in terms of damage output and has a trivial recoil advantage, but otherwise lags a little behind on all fronts, especially so with the &amp;quot;high-capacity&amp;quot; bit. Unlocked at level 36, the $605,000 price tag is a little hard to swallow for what it is. It's also the first of the seven pistols which have separate akimbo variants classed as primary weapons.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied Glock 26. Overkill correctly set it to carry 10 rounds at a time, but didn't account for the potential extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch stealth rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was devised at an in-house &amp;quot;Chimano Custom Shop&amp;quot; instead. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the cute US flag on the upgraded slide.]]&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot; and is automatically unlocked for purchase by joining the Payday 2 Official Steam Group. It is decently powerful and uses a 13-round magazine (one more than in real life). It is one of seven pistols that can be dual-wielded (along with all variants below). It is incorrectly shown fitted with a Heckler &amp;amp; Koch &amp;quot;Jet-Funnel&amp;quot; mag-well extension and extended magazines that were only designed for and fit the 9mm and .40 S&amp;amp;W versions of the USP. &lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- menu 1.jpg|thumb|none|600px|note &amp;quot;Jet-Funnel&amp;quot; mag-well extension]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- holding.jpg|thumb|none|600px|The player holds the USP45 Tactical.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- aim.jpg|thumb|none|600px|The player aims the USP45 Tactical.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the USP45 Tactical.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the USP45 Tactical.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the USP45 Tactical.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the USP45 Tactical.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the USP45 Tactical.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch USP Expert===&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Expert|Heckler &amp;amp; Koch USP Expert]] is used if the USP Tactical is equipped with the &amp;quot;Expert Slide&amp;quot; modification. &lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The &amp;quot;Jet-Funnel&amp;quot; mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- holding.jpg|thumb|none|600px|The player holds the USP Expert.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- aim.jpg|thumb|none|600px|The player aims the USP Expert.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the USP Expert.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the USP Expert.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the USP Expert.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the USP Expert.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the USP Expert.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch USP Match===&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Match|Heckler &amp;amp; Koch USP Match]] is used if the USP Tactical is equipped with the &amp;quot;Match Slide&amp;quot; modification. This noticeably changes the color of the USP's slide and darkens the frame slightly&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Match -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Match -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- holding.jpg|thumb|none|600px|The player holds the USP Match.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- aim.jpg|thumb|none|600px|The player aims the USP Match.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the USP Match.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the USP Match.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- mele.jpg|thumb|none|600px|Stock attack of the the USP Match.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the USP Match.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the USP Match.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the LEO pistol as part of the Butcher DLC along with the VHS-D2 rifle. Initially a Croatian design (as the HS2000), it has an 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel -.45 ACP]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM holding.jpg|thumb|none|600px|The player holds the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM aim.jpg|thumb|none|600px|The player aims the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 1.jpg|thumb|none|600px|The player reloads the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 2.jpg|thumb|none|600px|The player reloads the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM mele.jpg|thumb|none|600px|Pistol whipping with the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 1.jpg|thumb|none|600px|Modified Version of the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 2.jpg|thumb|none|600px|Modified Version of the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert_Eagle#Desert_Eagle_Mark_XIX|IMI Desert Eagle Mark XIX]] appears under its popular nickname of &amp;quot;Deagle&amp;quot; and is unlocked at reputation level 36. It is exceptionally powerful and holds an incorrect 10 rounds in its magazine instead of the proper 7. It is one of the seven pistols that can be dual-wielded&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE.]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- holding.jpg|thumb|none|600px|The player holds the Desert Eagle.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- aim.jpg|thumb|none|600px|The player aims the Desert Eagle.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Desert Eagle.]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Desert Eagle.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Desert Eagle.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Desert Eagle.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Desert Eagle.]]&lt;br /&gt;
===IMI Desert Eagle Mark XIX Akimbo===&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- holding.jpg|thumb|none|600px|The player holds Akimbo Desert Eagles.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Akimbo Desert Eagles.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds and operates in strange ways uncharacteristic of the real TEC-9. &lt;br /&gt;
&lt;br /&gt;
The in-game weapon fires from a closed bolt, meaning that it was based on the US-import KG-9 model which was a forced redesign by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully automatic. This also suggest that the Blaster was based partly on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Intratec TEC-9 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Intratec TEC-9 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- holding.jpg|thumb|none|600px|The player holds the TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- aim.jpg|thumb|none|600px|The player aims the TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the TEC-9. Note the closed bolt which is '''not''' a native feature of the baseline TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the TEC-9.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Intratec TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Intratec TEC-9.]]&lt;br /&gt;
&lt;br /&gt;
===Intratec AB-10===&lt;br /&gt;
The [[Intratec AB-10]] is used if the TEC-9 is equipped with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- holding.jpg|thumb|none|600px|The player holds the AB-10.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- aim.jpg|thumb|none|600px|The player aims the AB-10.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the AB-10.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the AB-10.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the AB-10.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Intratec AB-10.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Intratec AB-10.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;==&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 &amp;quot;Broomhandle&amp;quot;]] appears as the &amp;quot;Broomstick&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It has rather high damage, but is hindered by its 10 round magazine.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1 holding.jpg|thumb|none|600px|The player holds the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 aim.jpg|thumb|none|600px|The player aims the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1-mele.jpg|thumb|none|600px|Pistol whipping with the Mauser C96.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mauser C96. Not the barrel of the DL-44 Heavy Blaster Pistol from [[Star Wars]].]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mauser C96.]]&lt;br /&gt;
&lt;br /&gt;
===Mauser C96 carbine \ Mauser C96 &amp;quot;Broomhandle&amp;quot; Hybrid===&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 carbine]] appears if the &amp;quot;Broomstick&amp;quot; is modified with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot;.&lt;br /&gt;
[[file:C96carbine.jpg|thumb|350px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- holding.jpg|thumb|none|600px|The player holds the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- aim.jpg|thumb|none|600px|The player aims the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- mele.jpg|thumb|none|600px|Melee attack of the Mauser C96 carbine.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mauser C96 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the &amp;quot;Signature .40&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. In-game it does the same amount of damage as the Crosskill (Springfield Armory 1911 Lightweight Operator), but most, if not all, of its stats are better compared to the Crosskill. By default, the P226 holds 12 rounds (one less than the real .40 version) and its extended magazine unusually has no concealment penalty (unlike those for most weapons)&lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- holding.jpg|thumb|none|600px|The player holds the P226.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- aim.jpg|thumb|none|600px|The player aims the P226.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the P226.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the P226. It had a more dramatic dump of the magazine originally, but the animation was toned down after an update.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the P226.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|A frame of the new reloading animation of a P226 with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army==&lt;br /&gt;
A [[Single Action Army]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot; and is part of the Butcher's Western Pack DLC. By default it is the 7.5&amp;quot; &amp;quot;Cavalry&amp;quot; model, but the &amp;quot;Shootout Barrel&amp;quot; and &amp;quot;Precision Barrel&amp;quot; modifications turn it into the 5.5&amp;quot; &amp;quot;Artillery&amp;quot; and 12&amp;quot; &amp;quot;Buntline Special&amp;quot; models respectively. When firing the weapon, the player character will fan the hammer. The Single Action Army cannot be modified with other modifications, limited only to the two barrels stated above, a stock, and a pistol grip modification.&lt;br /&gt;
&lt;br /&gt;
The in-game revolver operates in strange and bizarre ways not seen on the real Single Action Army. The weapon is absurdly powerful for an antique revolver of this caliber, massively dwarfing the Bronco .44 and Deagle in stopping power despite both of them faring the other way around in reality. The extractor rod on the Peacemaker is also never used to remove spent cartridges, the player character simply opens the loading gate and puts in fresh rounds, the fired casings falling out on their own.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|350px|thumb|none|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model. - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00006.jpg|600px|thumb|none|Right side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00007.jpg|600px|thumb|none|Left side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00027.jpg|600px|thumb|none|Drawing the Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00029.jpg|600px|thumb|none|&amp;quot;Cavalry&amp;quot; Single Action Army in idle]]&lt;br /&gt;
[[File:2015-05-07 00031.jpg|600px|thumb|none|Iron sights]]&lt;br /&gt;
[[File:2015-05-07 00033.jpg|600px|thumb|none|Opening the loading gate]]&lt;br /&gt;
[[File:2015-05-07 00036.jpg|600px|thumb|none|Loading a round in, note how the player character never seem to remove the spent cartridges with the extractor rod, they just pop out of the chamber on their own and fresh bullets are then loaded. Also note the hammer in fully cocked a.k.a. &amp;quot;ready-to-fire&amp;quot; position, which is not a very safe thing considering the activity in question.]]&lt;br /&gt;
[[File:2015-05-07 00038.jpg|600px|thumb|none|Snapping the loading gate closed, yeah I winced too.]]&lt;br /&gt;
[[File:2015-05-07 00054.jpg|600px|thumb|none|Pistol whipping with the Single Action Army]]&lt;br /&gt;
[[File:2015-05-09 00030.jpg|600px|thumb|none|A Modified &amp;quot;Cavalry&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|350px|thumb|none|Single Action Army with 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips - .45 Long Colt]]&lt;br /&gt;
[[File:PAYDAY2SingleActionArmyArtilleryPreview.jpeg|600px|thumb|none|Right side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00010.jpg|600px|thumb|none|Left side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00057.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00058.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00024.jpg|600px|thumb|none|A Modified &amp;quot;Artillery&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00011.jpg|600px|thumb|none|Right side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00012.jpg|600px|thumb|none|Left side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00066.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00067.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00023.jpg|600px|thumb|none|A Modified &amp;quot;Buntline Special&amp;quot; Single Action Army]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] is unlocked at reputation level 2, and is much more customizable than the starting Glock 17. It is named the &amp;quot;Crosskill&amp;quot; as it was in the first game and has an incorrect 10-round magazine instead of 7 or 8 as in reality, it's Extended Mag modification gives it the model of a Kimber 10-round magazine but it holds 16 rounds. It is one of the seven pistols that can be dual-wielded. It is also seen in the background in several menus.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- holding.jpg|thumb|none|600px|The player holds the Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- aim.jpg|thumb|none|600px|The player aims the Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Lightweight Operator.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Springfield Armory 1911 Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Springfield Armory 1911 Lightweight Operator.]]&lt;br /&gt;
'''Springfield Armory 1911 Lightweight Operator Akimbo'''&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the Akimbo Lightweight Operators.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Akimbo Lightweight Operators.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo Lightweight Operators.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, again known as the &amp;quot;Bronco .44&amp;quot; but now featuring its full-length barrel by default. It holds 6 rounds and is unlocked at reputation level 6, and is massively powerful. As of Update 13, street cops can use this devastating weapon. It is also notably used by the female FBI Agent enemies in the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. The hammer is always shown cocked after every shot despite none of the characters ever cocking the hammer.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- holding.jpg|thumb|none|600px|The player holds the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- aim.jpg|thumb|none|600px|The player aims the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 2.jpg|thumb|none|600px|The player somehow reloads all six rounds at the same time without using a speed-loader.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Taurus Raging Bull.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Taurus Raging Bull.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as a Crimefest community milestone reward, for having 1 million members in the Payday 2 Steam group. It shoots the .410 Bore and holds 5 shells, and is classed by the game as a shotgun, so handgun skills have no effects on it. It is depicted as being ridiculously power, even more so than most of the 12 gauge shotguns, despite it's .410 chambering. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/45 Long Colt]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 1.jpg|thumb|none|600px|Note that the shells are too long and clip through the front of the gun.]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- holding.jpg|thumb|none|600px|The player holds the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- aim.jpg|thumb|none|600px|The player aims the Taurus 4510PLYFS. The hole on the hammer is in fact the keyhole of Taurus' patented Revolver Security System.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Taurus 4510PLYFS.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Taurus 4510PLYFS.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
The [[Walther_PP_Pistol_Series#Walther_PPK|Walther PPK]] is available for purchase with the Armored Transport DLC and is known as the &amp;quot;Gruber Kurz&amp;quot; pistol. It is fairly weak but easy to conceal and incorrectly holds 14 rounds instead of 6 (.380 ACP) or 7 (.32 ACP) rounds. It was the first handgun in the game to be able to use a laser without needing anything in the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- holding.jpg|thumb|none|600px|The player holds the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- aim.jpg|thumb|none|600px|The player aims the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Walther PPK.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Walther PPK.]]&lt;br /&gt;
&lt;br /&gt;
===Walther PP===&lt;br /&gt;
Modifying a Walther PPK with the &amp;quot;Long Slide&amp;quot; turns it into a [[Walther_PP_Pistol_Series#Walther_PP|Walther PP]].&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- holding.jpg|thumb|none|600px|The player holds the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- aim.jpg|thumb|none|600px|The player aims the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 1.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Walther PP.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 1.jpg|thumb|none|600px|A Walther PP with red dot sight and suppressor.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 2.jpg|thumb|none|600px|A Walther PP with red dot sight, tactical light, and IPSC compensator.]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M==&lt;br /&gt;
The [[Mateba Autorevolver|Mateba 2006M]] was added into the game with the Alesso Heist DLC. It's called &amp;quot;Matever .357&amp;quot; in game, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell Stand Alone Complex]].  It's chambered in .357 Magnum and holds a correct 6 rounds.&lt;br /&gt;
[[File:Mateba 2006.jpg|thumb|360px|none|Mateba 2006M - .357 Magnum]]&lt;br /&gt;
[[File:Mateba 2006M PD2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Mateba 2006M ingame PD2.jpg|thumb|none|600px|The Player holding the Mateba 2006M]]&lt;br /&gt;
[[File:Mateba 2006M reload PD2.jpg|thumb|none|600px|Reloading the Mateba. Notice the unusual cylinder placement of the 2006M]]&lt;br /&gt;
&lt;br /&gt;
==IWI Jericho 941 RPL==&lt;br /&gt;
The [[Jericho 941|IWI Jericho 941 RPL]] was be added in the Point Break heists DLC. It's called &amp;quot;Baby Deagle&amp;quot; in game, referencing Magnum Research marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;. Additionally, the Desert Eagle is called &amp;quot;Deagle&amp;quot; in Payday 2. The weapon has the ejection port marked as 9x19 (9 Parabellum), however it has a magazine capacity of 12 rounds, indicating a .40 caliber variant. The standard 9mm variant has a capacity of 15 rounds. Additionally, the Jericho has the silver guide rod of the 941's chambered in .41 AE, if the intention was to have the Jericho chambered in that caliber, it would explain its whooping 150 damage per shot, very close to the Desert Eagle in game. &lt;br /&gt;
The RPL can be modified with the &amp;quot;Spike kit&amp;quot; which makes it resemble the older steel framed [[Jericho 941]], on top of that it can be modified with the &amp;quot;Spike grip&amp;quot; which gives it a very similar appearance as the Jericho 941 R used by Spike Spiegel in [[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]&lt;br /&gt;
[[file:Jericho 941 RPL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame)- 9x19mm]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A Non-firing replica of Spike Spiegel's Jericho 941 by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|The Jericho 941 RPL seen in the Point Break heist trailer, note the threaded extended barrel. It is notably a model with a decocker lever, the character is shown decocking the pistol before holstering it in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|Bohdi (that's right) about to flick the decocker.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his 941 in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The 941 modified to look like the Jericho 941 F with the &amp;quot;Spike kit&amp;quot;]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc1.1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc1.2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike grip&amp;quot; to the former will make it look like Spike Spiegel's 941 R from Cowboy bebop. It is not the exact model as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc2.1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc2.2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Steyr_TMP#Brügger &amp;amp; Thomet MP9|B&amp;amp;T MP9]] appears as the &amp;quot;CMP&amp;quot; and is unlocked at reputation level 19, in reference to the Steyr TMP lookalike in the Nintendo 64 title ''Perfect Dark''. It has an unfortunate niche in the stat rankings where it's not able to muster enough brawn to plug heavier SWAT in single headshots, but isn't quite small enough to pocket for stealth tasks either. What makes it such a hidden gem are the terrific accuracy and stability for its fire rate, which mean that it can put three rounds into a helmet where other SMGs could only place one before jumping off mark. The quick reload, deep ammo pool and agreeable hipfire performance are just further perks.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only crimp is the missing fire selection dial. It'd normally sit near the magazine release in thumb's reach, but this one uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the grip. The &amp;quot;Solid Stock&amp;quot; comes standard in the MP9N-A4 model, the 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The last one in the bunch come along only recently in the Butcher's Mod Pack.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off the night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too fast to use over a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with an optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got their shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is. The sidearms carried by FBI Heavy Response Shields didn't have to conform to that change.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45]] is named the &amp;quot;Swedish K SMG&amp;quot; in game and incorrectly holds 40 rounds in the magazine instead of 36, though it is inaccurate and carries only 80 total rounds. It is available for purchase to anyone who owns the Armored Transport DLC. The in-game weapon is based on the military version of the M/45, as evident by the lack of a fire selector.&lt;br /&gt;
&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- holding.jpg|thumb|none|600px|The player holds the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- aim.jpg|thumb|none|600px|The player aims the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Carl Gustav M/45.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Carl Gustav M/45.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the Jacket Character Pack. It holds a correct 32 rounds and has a after-market vertical foregrip.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 holding.jpg|thumb|none|600px|The player holds the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 aim.jpg|thumb|none|600px|The player aims the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 1.jpg|thumb|none|600px|The player reloads the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 2.jpg|thumb|none|600px|The player reloads the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 mele.jpg|thumb|none|600px|Melee attack of the Cobray M11/9.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 1.jpg|thumb|none|600px|Modified Version of the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 2.jpg|thumb|none|600px|Modified Version of the Cobray M11/9.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN_P90#P90_TR|FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has the highest magazine size of any secondary, but only comes with a total of three mags. If the Long Barrel mod is put on the gun, it will resemble the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|In-game.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:P90 PD2 modified left.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
[[file:P90 PD2 modified right.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used only by some NPCs, namely the GenSec Elite SWAT and the Murkywater PMC enemies. It is unavailable for player use at the present time.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Payday2_GenSecElites.jpg|thumb|none|600px|The  GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP45 misc.jpg|thumb|600px|none|A dropped UMP-45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from Payday: The Heist, again known as the &amp;quot;Compact-5&amp;quot; and still in use by some SWAT units. It is unlocked at reputation level 13 and starts out as an MP5A4 but can be changed, via the combination of different mods, into a MP5A5, MP5/10, MP5SD5, MP5SD6, or MP5KA4. The Cloaker enemy has a MP5/40 with various mods that only they can use, as of update 61 however, it's possible to use the MP5 with 10mm ammo. The actual weapon is not converted into a MP5/10 however, as it lacks the bolt release and the magazines aren't proprietary HK mags.&lt;br /&gt;
[[file:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm.]]&lt;br /&gt;
[[Image:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[file:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm.]]&lt;br /&gt;
[[file:H&amp;amp;K-MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD5 - 9x19mm.]]&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm.]]&lt;br /&gt;
[[file:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A4 - 9x19mm.]]&lt;br /&gt;
[[File:MP5A4 PD2 left.jpg|thumb|none|600px|MP5A4.]]&lt;br /&gt;
[[File:MP5A4 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A5 PD2 left.jpg|thumb|none|600px|MP5A5.]]&lt;br /&gt;
[[File:MP5.10 PD2 left.jpg|thumb|none|600px|MP5/10.]]&lt;br /&gt;
[[File:Payday2_Cloaker%27sMP540.jpg|thumb|none|600px|The unique MP5/40 wielded by the Cloaker enemy. Didn't help him much...]]&lt;br /&gt;
[[File:Payday2_CloakersMP540_3.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5SD5 PD2 left.jpg|thumb|none|600px|MP5SD5.]]&lt;br /&gt;
[[File:MP5SD6 PD2 left.jpg|thumb|none|600px|MP5SD6.]]&lt;br /&gt;
[[File:MP5KA4 PD2 left.jpg|thumb|none|600px|MP5KA4.]]&lt;br /&gt;
[[file:MP5A4 PD2 idle.jpg|thumb|none|600px|Holding the MP5A4.]]&lt;br /&gt;
[[file:MP5A5 PD2 Iron sights.jpg|thumb|none|600px|Iron sights of the MP5A5.]]&lt;br /&gt;
[[file:MP5SD6 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5SD6.]]&lt;br /&gt;
[[file:MP5.10 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5/10.]]&lt;br /&gt;
[[file:MP5KA4 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5KA4. Instead of slapping the bolt it's instead gently pushed down.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[ MP7 | Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;Spec-Ops SMG&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. It comes with its 20-round magazine by default and the Extended Mag mod gives it a 40-round magazine that only holds 32 rounds.&lt;br /&gt;
[[file:MP7A2.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- holding.jpg|thumb|none|600px|The player holds the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- aim.jpg|thumb|none|600px|The player aims the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- mele.jpg|thumb|none|600px|Melee attack of the the MP7A2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Heckler &amp;amp; Koch MP7A2. The player has to pay up in order to extend the stock for some strange reason.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Heckler &amp;amp; Koch MP7A2.]]&lt;br /&gt;
[[file:PD2 MP7A2 reload.jpg|thumb|none|600px|Reloading the MP7A2 with several mods, including it's unique suppressor, extended magazine, laser, and Trijicon sight. The animation has surprisingly remained unchanged unlike most other weapons.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 30 rounds instead of 32 and comes equipped with the distinctive &amp;quot;K&amp;quot; foregrip by default.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|400px|IMI Uzi with buttstock collapsed - 9x19mm]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- holding.jpg|thumb|none|600px|The player holds the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- aim.jpg|thumb|none|600px|The player aims the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- mele.jpg|thumb|none|600px|Melee attack of the the Uzi.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the IMI Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the IMI Uzi.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the Yakuza Character Pack.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Reloading. Note how there is no bullet in the chamber.]]&lt;br /&gt;
[[File:Micro Uzi PD2 left modified.jpg|thumb|none|600px|Modified.]]&lt;br /&gt;
[[File:Micro Uzi PD2 right modified.jpg|thumb|none|600px|Modified.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]], a cheap Double Eagle airsoft one at that, and is unlocked at reputation level 2. It holds an incorrect magazine size of 40 rounds in a short 16-round magazine.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|350px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- holding.jpg|thumb|none|600px|The player holds the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- aim.jpg|thumb|none|600px|The player aims the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- mele.jpg|thumb|none|600px|Melee attack of the MAC-11.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Ingram MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Ingram MAC-11. This is its stock magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz.61 Skorpion==&lt;br /&gt;
The [[Sa. Vz.61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. Its &amp;quot;Extended Magazine&amp;quot; modification is odd, increasing the magazine size from 20 to 40 rounds despite simply being a second magazine clamped to the side of the one in the gun, somehow it feeds from both at the same time.&lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- holding.jpg|thumb|none|600px|The player holds the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- aim.jpg|thumb|none|600px|The player aims the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- mele.jpg|thumb|none|600px|Melee attack of the Vz.61 Skorpion.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Vz.61 Skorpion. Note the clamped together magazines of the &amp;quot;Extended Magazine&amp;quot; modification.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A1==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A1]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling Mk. IV Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- holding.jpg|thumb|none|600px|The player holds the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- aim.jpg|thumb|none|600px|The player aims the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Sterling L2A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 3.jpg|thumb|none|600px|Modified Version of the Sterling L2A1. Note the foregrip based on the E-11 Blasters from [[Star Wars]].]]&lt;br /&gt;
&lt;br /&gt;
===Sterling L34A1===&lt;br /&gt;
The [[Sterling SMG|Sterling L34A1]] is used if the Sterling L2A1 is equipped with the &amp;quot;Suppressed Barrel&amp;quot; modification. Like the Sterling L2A1, it incorrectly holds 20 rounds which can be modified to 30, closer to the correct 34. &lt;br /&gt;
[[file:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|400px|Sterling L34A1 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- holding.jpg|thumb|none|600px|The player holds the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- aim.jpg|thumb|none|600px|The player aims the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Sterling L34A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Sterling L34A1.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928==&lt;br /&gt;
The [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that does not get the fire-mode locking mods.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- holding.jpg|thumb|none|600px|The player holds the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- aim.jpg|thumb|none|600px|The player aims the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Thompson M1928. Note how the charging handle isn't locked back when the reload is started, which in reality would make the &amp;quot;L&amp;quot; drum unable to be removed.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1-reloading 2.jpg|thumb|none|600px|The player reloads the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Thompson M1928.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Thompson M1928.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The [[KRISS Vector]] was added with the Gage Ninja Pack DLC. It's called &amp;quot;Kross Vertex&amp;quot; in-game. It can be modified with a long barrel to make it resemble the Vector CRB, which is the civilian semi-auto only variant. The weapon also has its own unique suppressor. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|KRISS Vector - .45 ACP.]]&lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the actual bolt release isn't pressed, instead the surface underneath is.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines / Assault Rifles / Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5]] family appears as the '''AK5''', all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5B]]. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Cesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;. Decorated here with a yellow laser module and a fancy polymer magazine.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN_FNC#FN_FNC|FN Herstal FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the FN Ak's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M4/M4A1_Carbine#M4.2FM4A1_Carbine|Colt M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up ironsights by default. It is frequently used by law enforcers and holds 30 rounds, without any magazine modifications. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a different location for mounting a laser pointer. As in the first Payday, this weapon is still used by SWAT Snipers, despite there being more appropriate weapon models available, though the FBI Files claims them to be chambered in higher-caliber rounds than the normal weapon&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|Colt M4A1 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Colt M4A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Colt M4A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- holding.jpg|thumb|none|600px|The player holds the M4A1.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- aim.jpg|thumb|none|600px|The player aims the M4A1.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the M4A1.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the M4A1.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the M4A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the M4A1.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the M4A1.]]&lt;br /&gt;
===Z-M LR 300ML===&lt;br /&gt;
The CAR-4 fitted with the &amp;quot;Aftermarket Special&amp;quot; handguard, &amp;quot;Folding Stock&amp;quot; and &amp;quot;Short Barrel&amp;quot; closely impersonates the [[Z-M LR 300|Z-M LR 300ML]], though not completely as the pistol grip remains the M4A1's, the handguard is not a perfect copy, and it still lacks the LR 300's gas block.&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:2015-04-23 00019.jpg|thumb|none|600px|In-game preview of the &amp;quot;Z-M LR 300ML&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16#M16A4_Rifle|Colt M16A4]] with a short barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|Colt M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 Colt M16A4 -hd1- menu 1.jpg|thumb|none|600px|Standard M16A4 with 30-round &amp;quot;Mil-Spec&amp;quot; magazine (though it holds 38 rounds) and the &amp;quot;Long Barrel&amp;quot; mod.]]&lt;br /&gt;
[[File:Payday2 Colt M16A4 -hd1- menu 2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- holding.jpg|thumb|none|600px|The player holds the M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- aim.jpg|thumb|none|600px|The player aims the M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- mele.jpg|thumb|none|600px|Melee attack of the M16A4.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Colt M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Colt M16A4.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the ''AMCAR'', the very first primary weapon. Its damage output is outright miserable compared to every other long arm and little can be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its dismal damage puts the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[Enfield_L85_rifle_series#L85A2|Enfield L85A2]] was added alongside the ''Clover Character Pack'' as the &amp;quot;Queen's Wrath&amp;quot;.  Notably, it is the only select-fire capable primary (and one of three select-fire guns available in the entire game) that does not get the fire-mode locking mods. By default it holds 30 rounds and has a Grippod vertical grip.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|Enfield L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- holding.jpg|thumb|none|600px|The player holds the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- aim.jpg|thumb|none|600px|The player aims the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- mele.jpg|thumb|none|600px|Melee attack of the L85A2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Enfield L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Enfield L85A2.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS#FAMAS_F1|FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; and is unlocked for purchase by buying the Gage Assault Pack DLC. It incorrectly holds 30 rounds instead of 25.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 1.jpg|thumb|none|600px|I]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- holding.jpg|thumb|none|600px|The player holds the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- aim.jpg|thumb|none|600px|The player aims the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the FAMAS F1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the FAMAS F1.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G1===&lt;br /&gt;
The [[FAMAS#FAMAS_G2|FAMAS G1]] is used if the &amp;quot;G2 Grip&amp;quot; is equipped on the FAMAS F1 (Before Update #37, &amp;quot;G2 Grip&amp;quot; was called &amp;quot;Retro Grip&amp;quot; although the FAMAS G1 is newer model of FAMAS F1). Like the FAMAS F1, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[file:FAMAS F2.jpg|thumb|none|500px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 1.jpg|thumb|none|600px|Modified Version of the FAMAS G1.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 2.jpg|thumb|none|600px|Modified Version of the FAMAS G1.]]&lt;br /&gt;
&lt;br /&gt;
==FN  FAL==&lt;br /&gt;
The [[FN_FAL#FN_FAL|FN FAL]] appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. Notably, the FAL was the first weapon to have its accessories linked to DLC achievements rather than random drops. It notably has a DSA railed upper-receiver.  &lt;br /&gt;
[[File:FN_FAL_50_00.jpg|thumb|none|500px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FalconRifle1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_fal_2.jpg|thumb|none|600px|Note the DSA upper-receiver.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:FalconRifle2.jpg|thumb|none|600px|Modified Version of the FN FAL.]]&lt;br /&gt;
[[File:FalconRifle3.jpg|thumb|none|600px|Modified Version of the FN FAL.]]&lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The FAL can become a [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] with the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|500px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:FalconRifle4.jpg|thumb|none|600px|Version of the FN FAL modified into a DSA SA58 OSW.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Romat===&lt;br /&gt;
Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the FAL allows it to impersonate the [[FN_FAL#IMI_Romat|IMI Romat]] (although the FAL rear sight, DSA upper-receiver, and barrel remain the same). &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL.jpg.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL_2.jpg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN_SCAR#FN_SCAR-H|FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Reloading. For some reason the charging handle doesn't lock back, so instead it's pulled to chamber a new round. In the original animation the bolt release was used instead.]]&lt;br /&gt;
[[File:PD2 SCAR-H misc1.jpg|thumb|600px|none|After receiving some buckshot, a former Murkywater PMC drops his SCAR-H. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR-H misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator. Note that the rail extension is for an AR-15 and not the SCAR platform.]]&lt;br /&gt;
[[File:SCAR-H PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; and is available to purchase for owners of the Gage Assault Pack DLC. It holds 20 rounds and has a long reload time, it can be made into a [[PSG-1]] with the correct parts.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_g3_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_g3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36K|Heckler &amp;amp; Koch G36KV]] makes an appearance as the 'JP36', unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy and a deep 180 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this JP is a KV. The proportions are a little off and the barrel is a different length, hinting that it might've been modeled from an airsoft cousin.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination folding-collapsing H&amp;amp;K stock, the fake vent holes on the foregrip texture and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
&lt;br /&gt;
===H&amp;amp;K G36C===&lt;br /&gt;
Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36C|G36C]].&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the Dragan Character Pack DLC, much like the L85A2 was part of Clover's DLC. It is known internally as the &amp;quot;Lion's Roar&amp;quot;, has a high rate of fire and overall good stats, though it has a long reload time and if unmodified, high recoil.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 holding.jpg|thumb|none|600px|The player holds the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 aim.jpg|thumb|none|600px|The player aims the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 1.jpg|thumb|none|600px|The player reloads the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 2.jpg|thumb|none|600px|The player reloads the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 mele.jpg|thumb|none|600px|Melee attack of the VHS-D2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 1.jpg|thumb|none|600px|Modified Version of the HS Produkt VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 2.jpg|thumb|none|600px|Modified Version of the HS Produkt VHS-D2.]]&lt;br /&gt;
===HS Produkt VHS-K2===&lt;br /&gt;
The Lion's Roar becomes the HS Produkt VHS-K2 when equipped with the &amp;quot;Short Barrel&amp;quot;.&lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the Gage Assault Pack DLC. It incorrectly holds 30 rounds instead of 25, a higher than real life ROF, and is shown with an unusable bipod extended&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:Payday2_galil_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galil.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===IMI Galil MAR/Galil 7.62 Hybrid===&lt;br /&gt;
A [[Galil#Galil MAR|IMI Galil MAR/Galil 7.62 Hybrid]] is created if the Galil ARM is equipped with the &amp;quot;CQB Foregrip&amp;quot; and &amp;quot;Skeletal Stock&amp;quot; modification. Like the Galil ARM, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil_m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilmar.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galilmar_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===IMI Galil Sniper Rifle===&lt;br /&gt;
The [[Galil#Galil Sniper Rifle|IMI Galil Sniper Rifle]] is used if the Galil ARM is equipped with the &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; modification. Like the Galil ARM, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilsniper.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galilsniper_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMS==&lt;br /&gt;
The [[AKMS|Izhmash AKMS]] appears as the &amp;quot;AK.762&amp;quot; and is unlocked at reputation level 16. Holds 30 rounds and less total ammunition than the AKS-74. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|Izhmash AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMS previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMS previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS holding.jpg|thumb|none|600px|The player holds the AKMS.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS aim.jpg|thumb|none|600px|The player aims the AKMS.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS reloading 1.jpg|thumb|none|600px|The player reloads the AKMS.]]&lt;br /&gt;
[[file:Payday2IzhmashAKMSreloading2.jpg|thumb|none|600px|The player reloads the AKMS.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS mele.jpg|thumb|none|600px|Melee attack of the AKMS.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Izhmash AKMS variant 1.jpg|thumb|none|600px|Modified Version of the AKMS.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS variant 2.jpg|thumb|none|600px|Modified Version of the AKMS.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMSU==&lt;br /&gt;
A variant on the [[AKMSU|Izhmash AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a secondary weapon, rather than a primary like the other two Kalashnikov rifles.&lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|Izhmash AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMSU previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMSU previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU holding.jpg|thumb|none|600px|The player holds the AKMSU.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU aim.jpg|thumb|none|600px|The player aims the AKMSU.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU reloading 1.jpg|thumb|none|600px|The player reloads the AKMSU in an earlier development of the game.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU reloading 2.jpg|thumb|none|600px|The player charges the AKMSU, again in the previous build.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU mele.jpg|thumb|none|600px|Melee attack of the AKMSU.]]&lt;br /&gt;
[[file:PD2 AKMSU.jpg|thumb|none|600px|Customized AKMSU with several DLC attachments. It could be interpreted as a 74U with the gently sloped 60 round quad stacked magazine.]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Reloading the carbine with the extended magazine.]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|Performing a new rack of the bolt, note Chain's wrist clips the Aimpoint sight that was impersonating a Russian PK series optic.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKS-74==&lt;br /&gt;
The [[AKS-74|Izhmash AKS-74]] is the second primary weapon unlocked, at reputation level 1. It appears simply as the &amp;quot;AK Rifle&amp;quot; and holds 30 rounds. It can become a regular [[AK-74]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|500px|Izhmash AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:Payday2 izhmash AKS-74 previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 izhmash AKS-74 previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 holding.jpg|thumb|none|600px|The player holds the AKS-74.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 aim.jpg|thumb|none|600px|The player aims the AKS-74.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 reloading 1.jpg|thumb|none|600px|The player reloads the AKS-74.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 reloading 2.jpg|thumb|none|600px|The player reloads the AKS-74.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 mele.jpg|thumb|none|600px|Melee attack of the AKS-74.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Izhmash AKS-74 variant 1.jpg|thumb|none|600px|Modified Version of the AKS-74.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKS-74 variant 2.jpg|thumb|none|600px|Modified Version of the AKS-74.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec Sub 2000==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the Sub 2000 appears as the ''Cavity 9mm''. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses.&lt;br /&gt;
[[file:KTSUB2000.jpg|thumb|none|500px|Kel-Tec SUB 2000 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip1.jpg|thumb|none|600px|Flipping open the Sub 2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
&lt;br /&gt;
===Sub 2000 Gen 2===&lt;br /&gt;
Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model.&lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen2 shape. It seems to be an interpretation of a Red Lion Precision rail combo, but instead of concealing the suppressor inside the rails, a short rail was used as a base for an enormous mystery suppressor.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the Sub 2000, viewed against a distant mercenary's upper body. The ring sight doesn't really work in games, either.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[M16_rifle_series#Olympic_Arms_K23B|OA K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[M16_rifle_series#CQB-R / Mk. 18 Mod 0|Mk. 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk. 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reload like this (As of update 65, the AMR-16 has received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==Romanian AIMR==&lt;br /&gt;
Attaching the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the Izhmash AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]] (although the AKMS stock remains the same).&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AIMR.jpg|thumb|none|600px|A presumable AIMR heavily dressed in new furniture with a nice PBS-1 suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2==&lt;br /&gt;
The [[SIG_SG_550#SIG_SG_552|SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It Holds 30 rounds. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown&lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note the empty, translucent magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the magazine is not only full but also has the appropriated amount of ammo in it!]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Reloading. Hitting the bolt release.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SIG 552-2 PD2 modified left.jpg|thumb|none|600px|Modified version. Notice the railed handguard.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M14==&lt;br /&gt;
A [[M14|Springfield Armory M14]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode. The weapon can be modified with a JAE 100 G3 stock or a SAGE EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|Springfield Armory M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|500px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO. A real Mk 14 has a 18&amp;quot; barrel as opposed to the 16&amp;quot; one in-game.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading1.jpg|thumb|none|600px|Reloading. Here the weapon has been modified with a SAGE EBR Chassis to resemble a Mk 14 Mod 0 EBR.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading2.jpg|thumb|none|600px|Reloading. Payday 2 could be one of the first games where the bolt release is used to chamber a new round on an M14-type rifle instead of giving the charging handle a pull.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 right.jpg|thumb|none|600px|Modified Version of the M14 DMR in a SAGE EBR Chassis.]]&lt;br /&gt;
[[file:Payday2 M1A Socom variant 2.jpg|thumb|none|600px|Modified Version of the M14 DMR in a JAE 100 G3 stock.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle still lacks the bolt release of an A3. Oddly, instead of its build-in folding foregrip it has a section of rail added to the hinge and an aftermarket vertical grip attached to said rail.&lt;br /&gt;
&lt;br /&gt;
Upon launch, the rifle can be seen using a Magpul PMAG, which suggests it was not based entirely on an authentic AUG. After the animation update, however, it gains the AUG's proprietary magazine.&lt;br /&gt;
As of update 61,the Raptor polymer body was added as a mod for the weapon, this mod will give the weapon the appearance of the Thales F90.&lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 is a future replacement for the Australian F88 Austeyr - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:AUG A2 PD2 modified left.jpg|thumb|none|600px|Modified Version. Here the weapon has been modified with the Raptor polymer body, making the weapon resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
[[file:AUG A2 PD2 modified right.jpg|thumb|none|600px|Modified Version.]]&lt;br /&gt;
&lt;br /&gt;
==TsNIITochMash AS Val==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It can be modified into the [[VSS Vintorez]] if the &amp;quot;Solid Stock&amp;quot; is applied.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:AS val rightside PD2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 reloading1.jpg|thumb|none|600px|Reloading the AS Val. Note the bullets in the magazine]]&lt;br /&gt;
[[File:AS Val PD2 reloding2.jpg|thumb|none|600px|Reloading. Pulling the charging handle]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. First introduced in the Death Wish Update in the hands of some GenSec Elite SWATs, though with a fixed stock. A player-usable version was finally added in the Gage Shotgun Pack DLC. It holds 8 shells in the tube by default (as opposed to its real life counterpart's 7).&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- holding.jpg|thumb|none|600px|The player holds the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- aim.jpg|thumb|none|600px|The player aims the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Benelli M4.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Benelli M4 Super 90.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Tactical===&lt;br /&gt;
The Benelli M4 Tactical is used if the M1014 is equipped with the &amp;quot;Solid Stock&amp;quot;&lt;br /&gt;
[[File:M4 Tactical.jpg|thumb|none|500px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 NFA===&lt;br /&gt;
The Benelli M4 NFA is used when the M1014 is equipped with the &amp;quot;Short Barrel&amp;quot;.&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 NFA Tactical===&lt;br /&gt;
The Benelli M4 NFA Tactical is used if the M1014 is equipped with the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot;&lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta S3/CZ Redhead Deluxe Hybrid ==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced with the Bonnie Character Update in March 13th appears to be a hybrid of the Beretta S3 O/U and CZ Redhead Deluxe O/U. Named the &amp;quot;Joceline O/U 12G&amp;quot; in-game.&lt;br /&gt;
[[File:Beretta Side Lock Model S3.jpg|thumb|none|500px|Beretta S3 O/U - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading1.jpg|thumb|none|600px|Reloading. Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading. Note the unstuck primers.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Reloading. Two shells, one hand.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified left.jpg|thumb|none|600px|Modified version. The barrels has been sawed-off...]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified right.jpg|thumb|none|600px|..and a fancy shell holder has been put on the stock.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at reputation level 39. Obviously it only holds two shells but is one of the most powerful weapons in the game. It has only two modifications, &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special,&amp;quot; both of which saw down the barrels and stock respectively&lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun holding.jpg|thumb|none|600px|The player holds the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun aim.jpg|thumb|none|600px|The player aims the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 1.jpg|thumb|none|600px|The player reloads the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 2.jpg|thumb|none|600px|The player reloads the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun mele.jpg|thumb|none|600px|Melee attack of the Double Barreled Shotgun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 double barrel variant 1.jpg|thumb|none|600px|Modified Version of the Double Barreled Shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===Sawn-Off Double Barreled Shotgun===&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun|Sawed Off Shotgun]] is used when the Mosconi 12G is modified. The &amp;quot;Road Warrior&amp;quot; barrel saws the barrels down, while the [[The_Wire_-_Season_1#Unknown_Double_Barrel_Shotgun|&amp;quot;Gangsta Special&amp;quot;]] saws off the stock.&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun holding.jpg|thumb|none|600px|The player holds the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun aim.jpg|thumb|none|600px|The player aims the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 1.jpg|thumb|none|600px|The player reloads the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 2.jpg|thumb|none|600px|The player reloads the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun mele.jpg|thumb|none|600px|Melee attack of the Sawn-Off Shotgun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sawed off variant 1.jpg|thumb|none|600px|Sawn-Off Shotgun with stock untouched.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as a new gun added in the Crimefest update (10/26/2014) and is called the &amp;quot;Predator 12G&amp;quot;. It correctly fires in semi auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds an incorrect 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2_SPAS12.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:Payday2_SPAS12_2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash Saiga 12K==&lt;br /&gt;
The [[Saiga 12K|Izhmash Saiga 12K]] appears as the ninth primary weapon, and is shown as being fully-automatic with select fire available. Prior to the Gage Shotgun Pack DLC, it was the only semi-auto shotgun in the game. The model is not based on an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKMS top cover, rather than the smooth cover used on the Saiga which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga 12 style front trunion (lacking the corresponding rivets however). It is called the &amp;quot;IZHMA 12G&amp;quot; and is unlocked at reputation level 26 and holds 7 shells. It is notably used by a Bulldozer variant called the &amp;quot;Killdozer&amp;quot; that wears black armor. His model of Saiga uniquely has an unobtainable solid stock, and before it was removed in a patch, a drum magazine. The Saiga is also used by the FBI informant that sold out the gang in the Hoxton Revenge heist, if their panic room is opened loud&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Izhmash Saiga 12K - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Izhmash Saiga 12K previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Izhmash Saiga 12K previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K holding.jpg|thumb|none|600px|The player holds the Saiga 12K.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K aim.jpg|thumb|none|600px|The player aims the Saiga 12K.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K reloading 1.jpg|thumb|none|600px|The player reloads the Saiga 12K in the older version of the game.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K reloading 2.jpg|thumb|none|600px|The player reloads the Saiga 12K, formerly with an overhand technique.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K mele.jpg|thumb|none|600px|Melee attack of the Saiga 12K.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga in more recent versions of the game, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard keeping the optic stable.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Notably it is one of the most concealable shotguns in the game and has the highest capacity of any of them. Holds 14 shells and was added in the Gage Shotgun Pack DLC.&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:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12 CQB==&lt;br /&gt;
Added with the release of The Butcher's BBQ Pack was an [[AA-12|MPS AA-12 CQB]] as evident by its short barrel, known internally as the &amp;quot;Steakout 12G&amp;quot;. Comes default with a 8-round box magazine and an entirely fictional semi/auto selective fire capability as all extant AA-12 models are capable of fully automatic fire only. Its in-game rate of fire of 300 matches that of the real weapon.&lt;br /&gt;
Optional enhancements includes a 20-round drum, a long barrel, and custom integral suppressor. When any optics are mounted it gains a railed mount with a useless shell rack on the left side, replacing the whole rear sight.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|The MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:2015-04-22 00009.jpg|thumb|none|600px|In-game preview of the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00010.jpg|thumb|none|600px|Player holding the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00011.jpg|thumb|none|600px|Stock ironsights of the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00013.jpg|thumb|none|600px|Player reloading the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00023.jpg|thumb|none|600px|Melee attack of the AA-12 CQB.]]&lt;br /&gt;
&lt;br /&gt;
===MPS AA-12===&lt;br /&gt;
The &amp;quot;Steakout 12G&amp;quot; becomes a regular AA-12 when fitted with the &amp;quot;Long Barrel&amp;quot; modification.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:2015-04-22 00018.jpg|thumb|none|600px|In-game preview of the the now regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]] is called the &amp;quot;Reinfeld 880&amp;quot; and is unlocked at reputation level 8, it has synthetic furniture instead of wood and it has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami gangsters, and the basic green Bulldozer.&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|500px|Remington Model 870 Field Gun - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Remington 870 previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Remington 870 previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Remington 870 holding.jpg|thumb|none|600px|The player holds the Remington 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 aim.jpg|thumb|none|600px|The player aims the Remington 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 reloading 1.jpg|thumb|none|600px|The player reloads the Remington 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 reloading 2.jpg|thumb|none|600px|The player reloads the Remington 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 mele.jpg|thumb|none|600px|Melee attack of the Remington 870.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Remington Model 870 variant 1.jpg|thumb|none|600px|Modified Version of the Remington Model 870 Field Gun.]]&lt;br /&gt;
[[file:Payday2 Remington Model 870 variant 2.jpg|thumb|none|600px|Modified Version of the Remington Model 870 Field Gun.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at reputation level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. It is overall similar to its full-sized counterpart, but has slightly higher damage and a higher rate of fire but shorter range and lower accuracy.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib and Hogue Tamer pistol grip - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Remington 870 Pistol Grip previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Remington 870 Pistol Grip previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip holding.jpg|thumb|none|600px|The player holds the Short-Barreled 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip aim.jpg|thumb|none|600px|The player aims the Short-Barreled 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip reloading 1.jpg|thumb|none|600px|The player reloads the Short-Barreled 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip reloading 2.jpg|thumb|none|600px|The player reloads the Short-Barreled 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip mele.jpg|thumb|none|600px|Melee attack of the Short-Barreled 870.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Remington Model 870 Short-barreled variant 1.jpg|thumb|none|600px|Modified Version of the Short-Barreled Remington Model 870.]]&lt;br /&gt;
[[file:Payday2 Remington Model 870 Short-barreled variant 2.jpg|thumb|none|600px|Modified Version of the Short-Barreled Remington Model 870.]]&lt;br /&gt;
&lt;br /&gt;
==Sentinel Arms Striker-12==&lt;br /&gt;
The humble fixed-drum [[Armsel Striker and variants#Examples of the Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. In Overkill's usual fashion, it's a mix of all of the different versions mooshed together in a highly educated, equal measure. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|Cobray Street Sweeper - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from Modern Warfare 3.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance level of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms magazine's spring-loaded thumb tab actually used to advance the drum during reloads. The big tube on the end is an exclusive integral suppressor to further drive the gun into fantasy land.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
=Light Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gage Weapon Pack #02&amp;quot; downloadable content pack introduced three light machine guns to the players' arsenal. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and The &amp;quot;Crimefest 2015&amp;quot; introduced the Ksp 58. The weapons can only be hip-fired and are very inaccurate. The bipods cannot be unfolded without the Lion Bipod attachment, introduced during CrimeFest 2015, which greatly stabilizes the weapon but immobilizes the player and restricts its field of fire to a roughly ninety-degree arc.&lt;br /&gt;
&lt;br /&gt;
==FN M249 Para==&lt;br /&gt;
The [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249 Para]] appears as the &amp;quot;KSP&amp;quot; and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|FN M249 SAW Paratrooper version with 200-round ammo drum  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:SAWingame.jpg|thumb|none|600px|In-game.]]&lt;br /&gt;
&lt;br /&gt;
===FN M249-E2 SAW===&lt;br /&gt;
The &amp;quot;Soild Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; attachments can make a M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo drum - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===FN Mk 46 Mod 0===&lt;br /&gt;
The &amp;quot;Railed Foregrip&amp;quot; and &amp;quot;Soild Stock&amp;quot; attachments can make a M249 Para that resembles the [[FN_Minimi#Mk 46 Mod 0|Mk 46 Mod 0]], though the M249 keeps its STANAG mag well.&lt;br /&gt;
[[file:Mk46.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN M240==&lt;br /&gt;
Although it's called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;Crimefest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|FN M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|Carl Gustaf Ksp 58 B  - 7.62x51mm NATO. For comparison]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The &amp;quot;Ksp 58&amp;quot;.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon simply zooms in the perspective like this. This is the case for all Machine guns.]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new ammo box.]]&lt;br /&gt;
[[File:PD2 M240 modified left.jpg|thumb|600px|none|Modified version with &amp;quot;Short Barrel&amp;quot;, bipod, and &amp;quot;Plastic Stock&amp;quot;.]]&lt;br /&gt;
[[File:PD2 M240 modified right.jpg|thumb|600px|none|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. The weapon features the rear sight encountered on the MP5 sub machine gun, rather than the one usually manufactured. Also the weapon lacks a bipod but has a side vertical grip instead. &lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- holding.jpg|thumb|none|600px|The player holds the HK21E.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- aim.jpg|thumb|none|600px|The player aims the HK21E.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the HK21E.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the HK21E.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- mele.jpg|thumb|none|600px|Melee attack of the HK21E.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- variant 1.jpg|thumb|none|600px|Modified version of the Heckler &amp;amp; Koch HK21E.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- variant 2.jpg|thumb|none|600px|Modified version of the Heckler &amp;amp; Koch HK21E.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash RPK==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:Payday2 RPK -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 RPK -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- holding.jpg|thumb|none|600px|The player holds the RPK.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- aim.jpg|thumb|none|600px|The player aims the RPK.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the RPK.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the RPK.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- mele.jpg|thumb|none|600px|Melee attack of the RPK.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 RPK -hd1- variant 1.jpg|thumb|none|600px|Modified version of the RPK.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- variant 2.jpg|thumb|none|600px|Modified version of the RPK.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42#MG42|MG42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It incorrectly holds 150 rounds in a 75-round drum magazine and has the highest rate of fire of the LMGs.&lt;br /&gt;
[[file:MG42 Left.jpg|thumb|500px|none|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|The player holds the MG42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- aim.jpg|thumb|none|600px|The player aims the MG42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MG42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MG42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- mele.jpg|thumb|none|600px|Melee attack of the MG42.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 1.jpg|thumb|none|600px|Modified version of the MG42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 2.jpg|thumb|none|600px|Modified version of the MG42 with a barrel based on the DLT-19 Heavy Blaster Rifle from [[Star Wars]], with was actually made from a [[MG34]].]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' Downloadable Content introduced 3 new weapons in the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a .45 degree off-set iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. An &amp;quot;*&amp;quot; means it is a modified weapon using a &amp;quot;DMR Kit&amp;quot; and is not under the game's definition of a Sniper Rifle. Along with the Point Break heists update, the character Bodhi and a Winchester Model 70 was added for free to all members of the Payday 2 community. &lt;br /&gt;
&lt;br /&gt;
==Barrett M95==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at reputation level 65. It uses a 5 round magazine. Notably, it is the strongest weapon in the entire game upon its release, and the second most powerful one so far, having an astounding damage stat of '''2880''', second only to the RPG-7 included with the OVERKILL Pack, which deals a solid 10000 damage per shot.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:Payday_2_Thanatos_right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday_2_Thanatos_Left.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 LRS2==&lt;br /&gt;
The [[Blaser R93|Blaser R93 LRS2 Precision Sniper Rifle]] appears as the &amp;quot;R93&amp;quot; and is unlocked at reputation level 35. It is featured either with a default polymer or optional wooden body. It uses a 6 round magazine (one more than the real thing). &lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 LRS2 Precision Sniper Rifle - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_R93_Right.jpg|thumb|none|600px|Standard body.]]&lt;br /&gt;
[[File:Payday_2_R93_Left.jpg|thumb|none|600px|Standard body.]]&lt;br /&gt;
[[File:Payday_2_R93_Right_wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_R93_Left_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:R93 PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:R93 PD2 reloading1.jpg|thumb|none|600px|Reloading. How the top most bullet stays in place is a mystery.]]&lt;br /&gt;
[[File:R93 PD2 reloading2.jpg|thumb|none|600px|Reloading. The new magazine is in and a round is chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1*==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] becomes a [[Heckler &amp;amp; Koch PSG-1]] when the &amp;quot;DMR Kit&amp;quot; (giving it a long heavy barrel and a 10-round magazine), &amp;quot;Precision Barrel&amp;quot;, &amp;quot;Precision Grip&amp;quot;, and &amp;quot;Precision Stock&amp;quot; are added, though it still retains the G3A3's ironsights.&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|none|500px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PAYDAY2 PSG-1 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PAYDAY2 PSG-1 left.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M1907 Carbine]] is seen as the &amp;quot;Mosin-Nagant&amp;quot; and is part of the Gage Historical Pack DLC. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70.&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant Model 1907 Carbine -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant Model 1907 Carbine -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- holding.jpg|thumb|none|600px|The player holds the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- aim.jpg|thumb|none|600px|The player aims the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- mele.jpg|thumb|none|600px|Melee attack of the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant M38 Carbine===&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M38 Carbine]] is seen when the Mosin-Nagant is modified with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M38 Carbine -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M38 Carbine -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant M91/30===&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M91/30]] is seen when the &amp;quot;Mosin-Nagant&amp;quot; is modified with the &amp;quot;Long Barrel&amp;quot; modification.&lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M9130 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M9130 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mosin Nagant M91/30.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mosin Nagant M91/30.]]&lt;br /&gt;
&lt;br /&gt;
==Remington MSR==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at reputation level 15. It is featured either with a default and non-standard wooden body or the optional and proper aluminium alloy body. It uses a 10 round magazine. &lt;br /&gt;
[[File:RemingtonMSR.jpg|thumb|none|500px|Remington MSR - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right.jpg|thumb|none|600px|Tactical Aluminium Alloy body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left.jpg|thumb|none|600px|Tactical Aluminium Alloy body.]]&lt;br /&gt;
[[File:Remington MSR PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt. Here the weapon has been modified with its own unique suppressor. The Suppressor is actually based of the MSR's real world equivalent]]&lt;br /&gt;
[[File:Remington MSR PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine. Note the backup iron sights.]]&lt;br /&gt;
[[File:Remington MSR PD2 reloading2.jpg|thumb|none|600px|Reloading. The new magazine is inserted and the bolt is cycled to chamber the round. Notice the actual bullet in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] was added with the Gage Ninja Pack DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot;. The actual WA 2000 is chambered in .300 Winchester or 7.5x55mm Swiss, so the .308 in the name wrongly suggest the weapon is chambered in .308. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:WA2000 PD2 rightside.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:WA2000 PD2 idle.jpg|thumb|none|600px|The WA 2000 in game.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant it can use, and starts out with, iron sights. It can be modified with a long barrel, suppressed barrel, and a unique magnified scope. However, it can not be customized with modern modifications like lasers and sights besides the one unique to it.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:2015-05-08 00013.jpg|thumb|none|600px|Right side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-08 00014.jpg|thumb|none|600px|Left side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-07 00059.jpg|thumb|none|600px|The Winchester Model 1873 in-game.]]&lt;br /&gt;
[[File:2015-05-07 00061.jpg|thumb|none|600px|Iron-sights.]]&lt;br /&gt;
[[File:2015-05-07 00062.jpg|thumb|none|600px|Loading a round in.]]&lt;br /&gt;
[[File:2015-05-07 00063.jpg|thumb|none|600px|Cocking the lever.]]&lt;br /&gt;
[[File:2015-05-07 00065.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
[[File:2015-05-09 00031.jpg|thumb|none|600px|A modified Winchester Model 1873]]&lt;br /&gt;
[[File:2015-05-09 00032.jpg|thumb|none|600px|Another modified Winchester Model 1873]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] was added along for free with the character Bodhi from the upcoming [http://www.imfdb.org/wiki/Point_Break_%282015%29 Point Break remake]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. &lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty!]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
Unlike the original Payday, the [[M79 Grenade Launcher]] was not included at release, but was added in the Gage Assault Pack. Known as the &amp;quot;GL40&amp;quot; in game, it holds a single grenade in the chamber and the player can carry a maximum of 6 shots at once. Like the M67 it has friendly fire and can easily kill civilians unintentionally. Like its previous incarnation, grenades fired by the M79 in Payday 2 does not have a minimum arming range, and can detonate immediately upon being shot if the player is facing an obstacle.&lt;br /&gt;
The front leaf sight on the M79 model acts as an in-built gadget, and pressing the enable gadget key (default &amp;quot;G&amp;quot;), allows the player to fire grenades at a much higher arc than usual.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|M79 Grenade Launcher, called the GL40 in game.]]&lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the sight flipped up using the same nameless force as with the one in Far Cry 4.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
Added with the release of The Butcher's BBQ Pack DLC was a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]], known internally as the &amp;quot;Piglet&amp;quot; grenade launcher. It has similar damage per shot to the M79 but boasts a wider range of modifications and much larger ammo pool.&lt;br /&gt;
[[Image: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;
[[Image:M32.jpg|thumb|none|600px|In-game preview of the Milkor MGL Mk 1L, or &amp;quot;Piglet&amp;quot; as it is called in-universe.]]&lt;br /&gt;
[[Image:2015-04-22 00001.jpg|thumb|none|600px|Player holding the Milkor MGL Mk 1L in-game.]]&lt;br /&gt;
[[Image:2015-04-22 00002.jpg|thumb|none|600px|Stock &amp;quot;ironsights&amp;quot; of the Milkor MGL Mk 1L.]]&lt;br /&gt;
[[Image:2015-04-22 00003.jpg|thumb|none|600px|Player reloading the Milkor MGL Mk 1L. This becomes the single longest reload process of the entire series should the player fire all six grenades prior to reloading, at an uncomfortably lengthy 15.25 seconds.]]&lt;br /&gt;
[[Image:2015-04-22 00008.jpg|thumb|none|600px|Melee attack of the Milkor MGL Mk 1L.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack DLC, and has the highest damage of any weapon in the game at an astounding 10000, but can only carry 4 rounds at a time. The weapon is unaffected by ammo pickups and can easily incapacitate the user and their whole team if fired recklessly&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The player holds the RPG-7.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|The player aims the RPG-7.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|The player reloads the RPG-7.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|The player cocks the hammer of the RPG-7, a nice touch not done in almost any FPS.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 mele.jpg|thumb|none|600px|Stock attack of the RPG-7.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 variant 1.jpg|thumb|none|600px|Modified Version of the RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 can only be used with the right Technician skills. By default, it is used as tripmines, which can be used to set traps for enemies. The tripmines themselves are unlocked simply by starting to learn Technician skills. The later Shaped Charge skill allows players with it to use their explosives to instead blow up doors and safe doors, potentially saving a lot of time for them and their team. Certain skills also allow them to be toggled into 'Sensor Mode' in which they will not explode, but will mark enemies that pass by. This can be useful in stealth runs. Some C4 packs are also used for certain objectives, and can be used by any player when picked up.&lt;br /&gt;
[[File:Payday2 C4.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
[[File:Payday2 c4 1.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers at times. The Commissar in Hotline Miami also uses one when fought. The same model is also used for the flash bangs that law enforcers love to use all to frequently. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|M18 smoke grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is only usable by players with the first Gage Weapon Pack DLC, unless they buy the Grenade Case for their team during a heist. Grenades have a fairly wide blast radius that can go through walls, and they will stun enemies that aren't killed outright. Players can carry up to three and should be careful, as they can easily cause civilian kills or friendly fire if handled improperly. Notably, it's possible for enemies to shoot the grenades in mid-air, causing immediate detonation. All grenades are shown with the red Overkill bomb logo painted on the side.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:Payday2 granat.jpg|thumb|none|600px|M67 hand grenade in game. Note the Overkill logo.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added to the game in the Gage Historical Pack, and is referred to in game as the &amp;quot;Potato Masher&amp;quot;. Unlike the M67, it is not used as a thrown explosive, but rather as a melee weapon, similar to the Demoman from Team Fortress 2. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:pd2-stick-grenade.jpg|thumb|none|600px|Model 24 Stielhandgranate, called the &amp;quot;Potato Masher&amp;quot; in game.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[GE_M134_Minigun#Hand_Held_M134_Minigun|Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest rate-of-fire of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, having the weapon equipped results in a movement speed penalty. The weapon also appears to have no power source. &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: 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:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun holding.jpg|thumb|none|600px|The player holds the Hand Held Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun aim.jpg|thumb|none|600px|The player aims the Hand Held Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun mele.jpg|thumb|none|600px|Melee attack of the Hand Held Minigun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 1.jpg|thumb|none|600px|Modified Version of the Hand Held M134 Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 2.jpg|thumb|none|600px|Modified Version of the Hand Held M134 Minigun.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5K|Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|Sentry Gun in game.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Payday (disambiguation)]]&lt;br /&gt;
&lt;br /&gt;
[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Payday 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=993584</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=993584"/>
		<updated>2016-01-08T19:57:09Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Izhmash Saiga 12K */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2.&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Payday 2''' is the sequel to [[Payday: The Heist]]. As with the first game, players may join up to three others in a spree of robberies and other heists to earn money. Payday 2 noticeably features many changes from the first game, among other things the new skill tree. Each of the five trees (the '''Mastermind''', '''Enforcer''', '''Technician''', '''Ghost''', and '''Fugitive''') focuses on differing specializations, though unlike the first game do not grant new weapons for level ups (aside from special examples like the portable saw). Weapons are instead unlocked to purchase by leveling up, which now is done with experience points instead of money. Money is used to buy new weapons, modifications, and masks, though it is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and addons.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
&lt;br /&gt;
The game operates with the heister moving in with 2 weapons, and 2 weapons only. A primary and a secondary. Primaries consist of assault rifles, shotguns, and marksman rifles. Secondaries consist of pistols, machine pistols, and bizarrely, a few chopped down variants of some shotguns and assault rifles. Players can take ammo from enemies, but not weapons, ala [[SWAT 4]] and other such tactical shooters.&lt;br /&gt;
&lt;br /&gt;
Each weapon has its own customization options, though some like the Glock 17 barely have any and others like the M4A1 may have much more than others. In addition to shared items like suppressors, weapons also have their own sets of unique addons, such as extended magazines or different finishes or grips. Mods can be removed from these weapons for no charge, and the mod in question will not be lost, merely returned to the player's inventory. However, re-adding it will again require money.&lt;br /&gt;
&lt;br /&gt;
In addition to this, owners of the Gage Weapon Pack #1 DLC will be allowed to change the firing mode between fully automatic and semi-automatic on all applicable weapons, and unlock access to special addons that enable locking a weapon permanently in one fire mode. Owners of the Gage Weapon Pack #2 DLC will also have access to the machine guns as well as new knives. Owners of the Gage Mod Courier DLC will also be able to unlock a special set of modifications that are otherwise unobtainable. As a bonus, the pack also comes with extra reticles and colors for all sights, though players without the DLC will still be able to use all the colors and a few of the new reticles. In addition, every weapon DLC pack since (and a few heist DLCs) have had even more new guns and melee weapons, and have begun to lock weapon addons to specific achievements rather than random drops. Finally, a noteworthy addition from the Gage Shotgun Pack DLC is the option to use different shell types for any of the game's shotguns. All firearms in Payday 2 are capable of performing a &amp;quot;tactical reload&amp;quot; (i.e. reload when the magazine isn't emptied) in addition to the &amp;quot;dry&amp;quot; animation, though as is common with most contemporary non-tactical shooters, none of them retain the round currently in battery, meaning there is no &amp;quot;one round in the chamber&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As a final addition, starting with the October 22, 2014 patch, players with a specific skill set are also allowed to replace their primary with two dual-wielded pistols, though this obviously comes with penalties to aiming and recoil and can currently can only be done with a few pistols. Dual-wielding can be done by any player with enough perks in the Hitman perk deck unlocked, or by players who have the Akimbo skill from the Fugitive tree&lt;br /&gt;
&lt;br /&gt;
As of Update #65 (The first person animation update) All base game guns (except for the Bronco .44) and some DLC weapons have received new first person animations, most notably new reloading animations. Also with this update magazines now actually have fully modeled bullets in them, on top of that, it's is possible to see the bullets in the transparent magazines of weapons such as the JP36, Commando 553, Kobus 90 etc.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot; and is unlocked at reputation level 6, and has an incorrect 14-round capacity instead of 15. Presently, it is one of the seven pistols that can be dual-wielded. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 2.jpg|thumb|none|600px|Note that for some reason it's modeled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- holding.jpg|thumb|none|600px|The player holds the 92FS Centurion.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- aim.jpg|thumb|none|600px|The player aims 92FS Centurion.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads 92FS Centurion.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads 92FS Centurion.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the 92FS Centurion.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Beretta 92FS Centurion.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Beretta 92FS Centurion.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- holding.jpg|thumb|none|600px|The player holds Akimbo 92FS Centurions.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Akimbo 92FS Centurions.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo 92FS Centurions.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in-game as the &amp;quot;Chimano 88 Pistol&amp;quot;. It is the default secondary weapon, and is initially rather weak though holds a fairly large and correct 17-round magazine (though it has an extended +2 magazine base-plate that would allow it to hold 19 rounds). Originally it could only use one of three suppressors, though a few more compatible parts have been added in patches. It is one of seven pistols that can be dual-wielded&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Glock 17 Gen 3 -hd1- menu 1.jpg|thumb|none|600px|Note extended +2 magazine base-plate that's not factored into the weapons capacity]]&lt;br /&gt;
[[File:Payday2 Glock 17 Gen 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Glock 17.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Glock 17.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Glock 17.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Glock 17.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Glock 17.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Glock 17.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Glock 17.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C Generation 3]] is unlocked at reputation level 29 and, as in the first game, is known as the &amp;quot;STRYK 18c.&amp;quot; It still features a high rate of fire, low power, low accuracy, comes with a slightly incorrect 20-round magazine (actually 19), and a tan frame and slide.  Notably, it is one of 3 select-fire capable guns in the game that does not get the fire-mode locking mods.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Glock 18C. Note large cut-out in the slide for the ported barrel, denoting this as a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Glock 18C.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C==&lt;br /&gt;
The [[Glock 22|Glock 22C]] appears as a new gun added in the Election Day update (3/20/2014) and is named the &amp;quot;Chimano Custom&amp;quot;, with the website render marking it as a .40 S&amp;amp;W model. It has a default magazine of 16 rounds (actually 15 in real life or 17 with the +2 base-plate shown in-game) and can be modified in most of the same ways as the Glock 18C. It has a unique red fiber-optic front sight, a flared magazine well, and an OD green frame. The Custom becomes a Glock 35 if equipped with the &amp;quot;Long Slide&amp;quot; modification. This is one of the seven pistols that can be dual-wielded&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the the Custom Glock 22C. Note the slide cut-outs for the ported barrel, denoting this as a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Custom Glock 22C.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26==&lt;br /&gt;
On the seventh day of the Crimefest release parade (October 22nd 2014), ''[[John Wick]]'' himself jumped aboard and brought his trusted [[Glock 26]] along for the ride. Called the '''Chimano Compact''', it tries to fill the same &amp;quot;high-capacity 9x19mm&amp;quot; role as the Beretta 92. It can stand up to it in terms of damage output and has a trivial recoil advantage, but otherwise lags a little behind on all fronts, especially so with the &amp;quot;high-capacity&amp;quot; bit. Unlocked at level 36, the $605,000 price tag is a little hard to swallow for what it is. It's also the first of the seven pistols which have separate akimbo variants classed as primary weapons.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied Glock 26. Overkill correctly set it to carry 10 rounds at a time, but didn't account for the potential extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch stealth rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was devised at an in-house &amp;quot;Chimano Custom Shop&amp;quot; instead. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the cute US flag on the upgraded slide.]]&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot; and is automatically unlocked for purchase by joining the Payday 2 Official Steam Group. It is decently powerful and uses a 13-round magazine (one more than in real life). It is one of seven pistols that can be dual-wielded (along with all variants below). It is incorrectly shown fitted with a Heckler &amp;amp; Koch &amp;quot;Jet-Funnel&amp;quot; mag-well extension and extended magazines that were only designed for and fit the 9mm and .40 S&amp;amp;W versions of the USP. &lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- menu 1.jpg|thumb|none|600px|note &amp;quot;Jet-Funnel&amp;quot; mag-well extension]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- holding.jpg|thumb|none|600px|The player holds the USP45 Tactical.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- aim.jpg|thumb|none|600px|The player aims the USP45 Tactical.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the USP45 Tactical.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the USP45 Tactical.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the USP45 Tactical.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the USP45 Tactical.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the USP45 Tactical.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch USP Expert===&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Expert|Heckler &amp;amp; Koch USP Expert]] is used if the USP Tactical is equipped with the &amp;quot;Expert Slide&amp;quot; modification. &lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The &amp;quot;Jet-Funnel&amp;quot; mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- holding.jpg|thumb|none|600px|The player holds the USP Expert.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- aim.jpg|thumb|none|600px|The player aims the USP Expert.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the USP Expert.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the USP Expert.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the USP Expert.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the USP Expert.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the USP Expert.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch USP Match===&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Match|Heckler &amp;amp; Koch USP Match]] is used if the USP Tactical is equipped with the &amp;quot;Match Slide&amp;quot; modification. This noticeably changes the color of the USP's slide and darkens the frame slightly&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Match -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Match -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- holding.jpg|thumb|none|600px|The player holds the USP Match.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- aim.jpg|thumb|none|600px|The player aims the USP Match.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the USP Match.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the USP Match.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- mele.jpg|thumb|none|600px|Stock attack of the the USP Match.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the USP Match.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the USP Match.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the LEO pistol as part of the Butcher DLC along with the VHS-D2 rifle. Initially a Croatian design (as the HS2000), it has an 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel -.45 ACP]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM holding.jpg|thumb|none|600px|The player holds the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM aim.jpg|thumb|none|600px|The player aims the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 1.jpg|thumb|none|600px|The player reloads the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 2.jpg|thumb|none|600px|The player reloads the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM mele.jpg|thumb|none|600px|Pistol whipping with the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 1.jpg|thumb|none|600px|Modified Version of the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 2.jpg|thumb|none|600px|Modified Version of the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert_Eagle#Desert_Eagle_Mark_XIX|IMI Desert Eagle Mark XIX]] appears under its popular nickname of &amp;quot;Deagle&amp;quot; and is unlocked at reputation level 36. It is exceptionally powerful and holds an incorrect 10 rounds in its magazine instead of the proper 7. It is one of the seven pistols that can be dual-wielded&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE.]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- holding.jpg|thumb|none|600px|The player holds the Desert Eagle.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- aim.jpg|thumb|none|600px|The player aims the Desert Eagle.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Desert Eagle.]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Desert Eagle.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Desert Eagle.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Desert Eagle.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Desert Eagle.]]&lt;br /&gt;
===IMI Desert Eagle Mark XIX Akimbo===&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- holding.jpg|thumb|none|600px|The player holds Akimbo Desert Eagles.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Akimbo Desert Eagles.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds and operates in strange ways uncharacteristic of the real TEC-9. &lt;br /&gt;
&lt;br /&gt;
The in-game weapon fires from a closed bolt, meaning that it was based on the US-import KG-9 model which was a forced redesign by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully automatic. This also suggest that the Blaster was based partly on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Intratec TEC-9 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Intratec TEC-9 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- holding.jpg|thumb|none|600px|The player holds the TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- aim.jpg|thumb|none|600px|The player aims the TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the TEC-9. Note the closed bolt which is '''not''' a native feature of the baseline TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the TEC-9.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Intratec TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Intratec TEC-9.]]&lt;br /&gt;
&lt;br /&gt;
===Intratec AB-10===&lt;br /&gt;
The [[Intratec AB-10]] is used if the TEC-9 is equipped with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- holding.jpg|thumb|none|600px|The player holds the AB-10.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- aim.jpg|thumb|none|600px|The player aims the AB-10.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the AB-10.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the AB-10.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the AB-10.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Intratec AB-10.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Intratec AB-10.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;==&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 &amp;quot;Broomhandle&amp;quot;]] appears as the &amp;quot;Broomstick&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It has rather high damage, but is hindered by its 10 round magazine.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1 holding.jpg|thumb|none|600px|The player holds the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 aim.jpg|thumb|none|600px|The player aims the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1-mele.jpg|thumb|none|600px|Pistol whipping with the Mauser C96.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mauser C96. Not the barrel of the DL-44 Heavy Blaster Pistol from [[Star Wars]].]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mauser C96.]]&lt;br /&gt;
&lt;br /&gt;
===Mauser C96 carbine \ Mauser C96 &amp;quot;Broomhandle&amp;quot; Hybrid===&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 carbine]] appears if the &amp;quot;Broomstick&amp;quot; is modified with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot;.&lt;br /&gt;
[[file:C96carbine.jpg|thumb|350px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- holding.jpg|thumb|none|600px|The player holds the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- aim.jpg|thumb|none|600px|The player aims the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- mele.jpg|thumb|none|600px|Melee attack of the Mauser C96 carbine.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mauser C96 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the &amp;quot;Signature .40&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. In-game it does the same amount of damage as the Crosskill (Springfield Armory 1911 Lightweight Operator), but most, if not all, of its stats are better compared to the Crosskill. By default, the P226 holds 12 rounds (one less than the real .40 version) and its extended magazine unusually has no concealment penalty (unlike those for most weapons)&lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- holding.jpg|thumb|none|600px|The player holds the P226.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- aim.jpg|thumb|none|600px|The player aims the P226.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the P226.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the P226. It had a more dramatic dump of the magazine originally, but the animation was toned down after an update.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the P226.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|A frame of the new reloading animation of a P226 with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army==&lt;br /&gt;
A [[Single Action Army]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot; and is part of the Butcher's Western Pack DLC. By default it is the 7.5&amp;quot; &amp;quot;Cavalry&amp;quot; model, but the &amp;quot;Shootout Barrel&amp;quot; and &amp;quot;Precision Barrel&amp;quot; modifications turn it into the 5.5&amp;quot; &amp;quot;Artillery&amp;quot; and 12&amp;quot; &amp;quot;Buntline Special&amp;quot; models respectively. When firing the weapon, the player character will fan the hammer. The Single Action Army cannot be modified with other modifications, limited only to the two barrels stated above, a stock, and a pistol grip modification.&lt;br /&gt;
&lt;br /&gt;
The in-game revolver operates in strange and bizarre ways not seen on the real Single Action Army. The weapon is absurdly powerful for an antique revolver of this caliber, massively dwarfing the Bronco .44 and Deagle in stopping power despite both of them faring the other way around in reality. The extractor rod on the Peacemaker is also never used to remove spent cartridges, the player character simply opens the loading gate and puts in fresh rounds, the fired casings falling out on their own.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|350px|thumb|none|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model. - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00006.jpg|600px|thumb|none|Right side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00007.jpg|600px|thumb|none|Left side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00027.jpg|600px|thumb|none|Drawing the Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00029.jpg|600px|thumb|none|&amp;quot;Cavalry&amp;quot; Single Action Army in idle]]&lt;br /&gt;
[[File:2015-05-07 00031.jpg|600px|thumb|none|Iron sights]]&lt;br /&gt;
[[File:2015-05-07 00033.jpg|600px|thumb|none|Opening the loading gate]]&lt;br /&gt;
[[File:2015-05-07 00036.jpg|600px|thumb|none|Loading a round in, note how the player character never seem to remove the spent cartridges with the extractor rod, they just pop out of the chamber on their own and fresh bullets are then loaded. Also note the hammer in fully cocked a.k.a. &amp;quot;ready-to-fire&amp;quot; position, which is not a very safe thing considering the activity in question.]]&lt;br /&gt;
[[File:2015-05-07 00038.jpg|600px|thumb|none|Snapping the loading gate closed, yeah I winced too.]]&lt;br /&gt;
[[File:2015-05-07 00054.jpg|600px|thumb|none|Pistol whipping with the Single Action Army]]&lt;br /&gt;
[[File:2015-05-09 00030.jpg|600px|thumb|none|A Modified &amp;quot;Cavalry&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|350px|thumb|none|Single Action Army with 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips - .45 Long Colt]]&lt;br /&gt;
[[File:PAYDAY2SingleActionArmyArtilleryPreview.jpeg|600px|thumb|none|Right side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00010.jpg|600px|thumb|none|Left side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00057.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00058.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00024.jpg|600px|thumb|none|A Modified &amp;quot;Artillery&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00011.jpg|600px|thumb|none|Right side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00012.jpg|600px|thumb|none|Left side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00066.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00067.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00023.jpg|600px|thumb|none|A Modified &amp;quot;Buntline Special&amp;quot; Single Action Army]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] is unlocked at reputation level 2, and is much more customizable than the starting Glock 17. It is named the &amp;quot;Crosskill&amp;quot; as it was in the first game and has an incorrect 10-round magazine instead of 7 or 8 as in reality, it's Extended Mag modification gives it the model of a Kimber 10-round magazine but it holds 16 rounds. It is one of the seven pistols that can be dual-wielded. It is also seen in the background in several menus.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- holding.jpg|thumb|none|600px|The player holds the Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- aim.jpg|thumb|none|600px|The player aims the Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Lightweight Operator.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Springfield Armory 1911 Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Springfield Armory 1911 Lightweight Operator.]]&lt;br /&gt;
'''Springfield Armory 1911 Lightweight Operator Akimbo'''&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the Akimbo Lightweight Operators.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Akimbo Lightweight Operators.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo Lightweight Operators.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, again known as the &amp;quot;Bronco .44&amp;quot; but now featuring its full-length barrel by default. It holds 6 rounds and is unlocked at reputation level 6, and is massively powerful. As of Update 13, street cops can use this devastating weapon. It is also notably used by the female FBI Agent enemies in the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. The hammer is always shown cocked after every shot despite none of the characters ever cocking the hammer.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- holding.jpg|thumb|none|600px|The player holds the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- aim.jpg|thumb|none|600px|The player aims the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 2.jpg|thumb|none|600px|The player somehow reloads all six rounds at the same time without using a speed-loader.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Taurus Raging Bull.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Taurus Raging Bull.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as a Crimefest community milestone reward, for having 1 million members in the Payday 2 Steam group. It shoots the .410 Bore and holds 5 shells, and is classed by the game as a shotgun, so handgun skills have no effects on it. It is depicted as being ridiculously power, even more so than most of the 12 gauge shotguns, despite it's .410 chambering. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/45 Long Colt]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 1.jpg|thumb|none|600px|Note that the shells are too long and clip through the front of the gun.]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- holding.jpg|thumb|none|600px|The player holds the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- aim.jpg|thumb|none|600px|The player aims the Taurus 4510PLYFS. The hole on the hammer is in fact the keyhole of Taurus' patented Revolver Security System.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Taurus 4510PLYFS.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Taurus 4510PLYFS.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
The [[Walther_PP_Pistol_Series#Walther_PPK|Walther PPK]] is available for purchase with the Armored Transport DLC and is known as the &amp;quot;Gruber Kurz&amp;quot; pistol. It is fairly weak but easy to conceal and incorrectly holds 14 rounds instead of 6 (.380 ACP) or 7 (.32 ACP) rounds. It was the first handgun in the game to be able to use a laser without needing anything in the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- holding.jpg|thumb|none|600px|The player holds the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- aim.jpg|thumb|none|600px|The player aims the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Walther PPK.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Walther PPK.]]&lt;br /&gt;
&lt;br /&gt;
===Walther PP===&lt;br /&gt;
Modifying a Walther PPK with the &amp;quot;Long Slide&amp;quot; turns it into a [[Walther_PP_Pistol_Series#Walther_PP|Walther PP]].&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- holding.jpg|thumb|none|600px|The player holds the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- aim.jpg|thumb|none|600px|The player aims the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 1.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Walther PP.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 1.jpg|thumb|none|600px|A Walther PP with red dot sight and suppressor.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 2.jpg|thumb|none|600px|A Walther PP with red dot sight, tactical light, and IPSC compensator.]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M==&lt;br /&gt;
The [[Mateba Autorevolver|Mateba 2006M]] was added into the game with the Alesso Heist DLC. It's called &amp;quot;Matever .357&amp;quot; in game, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell Stand Alone Complex]].  It's chambered in .357 Magnum and holds a correct 6 rounds.&lt;br /&gt;
[[File:Mateba 2006.jpg|thumb|360px|none|Mateba 2006M - .357 Magnum]]&lt;br /&gt;
[[File:Mateba 2006M PD2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Mateba 2006M ingame PD2.jpg|thumb|none|600px|The Player holding the Mateba 2006M]]&lt;br /&gt;
[[File:Mateba 2006M reload PD2.jpg|thumb|none|600px|Reloading the Mateba. Notice the unusual cylinder placement of the 2006M]]&lt;br /&gt;
&lt;br /&gt;
==IWI Jericho 941 RPL==&lt;br /&gt;
The [[Jericho 941|IWI Jericho 941 RPL]] was be added in the Point Break heists DLC. It's called &amp;quot;Baby Deagle&amp;quot; in game, referencing Magnum Research marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;. Additionally, the Desert Eagle is called &amp;quot;Deagle&amp;quot; in Payday 2. The weapon has the ejection port marked as 9x19 (9 Parabellum), however it has a magazine capacity of 12 rounds, indicating a .40 caliber variant. The standard 9mm variant has a capacity of 15 rounds. Additionally, the Jericho has the silver guide rod of the 941's chambered in .41 AE, if the intention was to have the Jericho chambered in that caliber, it would explain its whooping 150 damage per shot, very close to the Desert Eagle in game. &lt;br /&gt;
The RPL can be modified with the &amp;quot;Spike kit&amp;quot; which makes it resemble the older steel framed [[Jericho 941]], on top of that it can be modified with the &amp;quot;Spike grip&amp;quot; which gives it a very similar appearance as the Jericho 941 R used by Spike Spiegel in [[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]&lt;br /&gt;
[[file:Jericho 941 RPL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame)- 9x19mm]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A Non-firing replica of Spike Spiegel's Jericho 941 by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|The Jericho 941 RPL seen in the Point Break heist trailer, note the threaded extended barrel. It is notably a model with a decocker lever, the character is shown decocking the pistol before holstering it in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|Bohdi (that's right) about to flick the decocker.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his 941 in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The 941 modified to look like the Jericho 941 F with the &amp;quot;Spike kit&amp;quot;]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc1.1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc1.2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike grip&amp;quot; to the former will make it look like Spike Spiegel's 941 R from Cowboy bebop. It is not the exact model as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc2.1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc2.2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Steyr_TMP#Brügger &amp;amp; Thomet MP9|B&amp;amp;T MP9]] appears as the &amp;quot;CMP&amp;quot; and is unlocked at reputation level 19, in reference to the Steyr TMP lookalike in the Nintendo 64 title ''Perfect Dark''. It has an unfortunate niche in the stat rankings where it's not able to muster enough brawn to plug heavier SWAT in single headshots, but isn't quite small enough to pocket for stealth tasks either. What makes it such a hidden gem are the terrific accuracy and stability for its fire rate, which mean that it can put three rounds into a helmet where other SMGs could only place one before jumping off mark. The quick reload, deep ammo pool and agreeable hipfire performance are just further perks.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only crimp is the missing fire selection dial. It'd normally sit near the magazine release in thumb's reach, but this one uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the grip. The &amp;quot;Solid Stock&amp;quot; comes standard in the MP9N-A4 model, the 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The last one in the bunch come along only recently in the Butcher's Mod Pack.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off the night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too fast to use over a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with an optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got their shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is. The sidearms carried by FBI Heavy Response Shields didn't have to conform to that change.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45]] is named the &amp;quot;Swedish K SMG&amp;quot; in game and incorrectly holds 40 rounds in the magazine instead of 36, though it is inaccurate and carries only 80 total rounds. It is available for purchase to anyone who owns the Armored Transport DLC. The in-game weapon is based on the military version of the M/45, as evident by the lack of a fire selector.&lt;br /&gt;
&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- holding.jpg|thumb|none|600px|The player holds the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- aim.jpg|thumb|none|600px|The player aims the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Carl Gustav M/45.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Carl Gustav M/45.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the Jacket Character Pack. It holds a correct 32 rounds and has a after-market vertical foregrip.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 holding.jpg|thumb|none|600px|The player holds the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 aim.jpg|thumb|none|600px|The player aims the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 1.jpg|thumb|none|600px|The player reloads the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 2.jpg|thumb|none|600px|The player reloads the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 mele.jpg|thumb|none|600px|Melee attack of the Cobray M11/9.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 1.jpg|thumb|none|600px|Modified Version of the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 2.jpg|thumb|none|600px|Modified Version of the Cobray M11/9.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN_P90#P90_TR|FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has the highest magazine size of any secondary, but only comes with a total of three mags. If the Long Barrel mod is put on the gun, it will resemble the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|In-game.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:P90 PD2 modified left.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
[[file:P90 PD2 modified right.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used only by some NPCs, namely the GenSec Elite SWAT and the Murkywater PMC enemies. It is unavailable for player use at the present time.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Payday2_GenSecElites.jpg|thumb|none|600px|The  GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP45 misc.jpg|thumb|600px|none|A dropped UMP-45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from Payday: The Heist, again known as the &amp;quot;Compact-5&amp;quot; and still in use by some SWAT units. It is unlocked at reputation level 13 and starts out as an MP5A4 but can be changed, via the combination of different mods, into a MP5A5, MP5/10, MP5SD5, MP5SD6, or MP5KA4. The Cloaker enemy has a MP5/40 with various mods that only they can use, as of update 61 however, it's possible to use the MP5 with 10mm ammo. The actual weapon is not converted into a MP5/10 however, as it lacks the bolt release and the magazines aren't proprietary HK mags.&lt;br /&gt;
[[file:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm.]]&lt;br /&gt;
[[Image:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[file:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm.]]&lt;br /&gt;
[[file:H&amp;amp;K-MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD5 - 9x19mm.]]&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm.]]&lt;br /&gt;
[[file:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A4 - 9x19mm.]]&lt;br /&gt;
[[File:MP5A4 PD2 left.jpg|thumb|none|600px|MP5A4.]]&lt;br /&gt;
[[File:MP5A4 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A5 PD2 left.jpg|thumb|none|600px|MP5A5.]]&lt;br /&gt;
[[File:MP5.10 PD2 left.jpg|thumb|none|600px|MP5/10.]]&lt;br /&gt;
[[File:Payday2_Cloaker%27sMP540.jpg|thumb|none|600px|The unique MP5/40 wielded by the Cloaker enemy. Didn't help him much...]]&lt;br /&gt;
[[File:Payday2_CloakersMP540_3.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5SD5 PD2 left.jpg|thumb|none|600px|MP5SD5.]]&lt;br /&gt;
[[File:MP5SD6 PD2 left.jpg|thumb|none|600px|MP5SD6.]]&lt;br /&gt;
[[File:MP5KA4 PD2 left.jpg|thumb|none|600px|MP5KA4.]]&lt;br /&gt;
[[file:MP5A4 PD2 idle.jpg|thumb|none|600px|Holding the MP5A4.]]&lt;br /&gt;
[[file:MP5A5 PD2 Iron sights.jpg|thumb|none|600px|Iron sights of the MP5A5.]]&lt;br /&gt;
[[file:MP5SD6 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5SD6.]]&lt;br /&gt;
[[file:MP5.10 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5/10.]]&lt;br /&gt;
[[file:MP5KA4 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5KA4. Instead of slapping the bolt it's instead gently pushed down.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[ MP7 | Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;Spec-Ops SMG&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. It comes with its 20-round magazine by default and the Extended Mag mod gives it a 40-round magazine that only holds 32 rounds.&lt;br /&gt;
[[file:MP7A2.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- holding.jpg|thumb|none|600px|The player holds the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- aim.jpg|thumb|none|600px|The player aims the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- mele.jpg|thumb|none|600px|Melee attack of the the MP7A2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Heckler &amp;amp; Koch MP7A2. The player has to pay up in order to extend the stock for some strange reason.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Heckler &amp;amp; Koch MP7A2.]]&lt;br /&gt;
[[file:PD2 MP7A2 reload.jpg|thumb|none|600px|Reloading the MP7A2 with several mods, including it's unique suppressor, extended magazine, laser, and Trijicon sight. The animation has surprisingly remained unchanged unlike most other weapons.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 30 rounds instead of 32 and comes equipped with the distinctive &amp;quot;K&amp;quot; foregrip by default.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|400px|IMI Uzi with buttstock collapsed - 9x19mm]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- holding.jpg|thumb|none|600px|The player holds the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- aim.jpg|thumb|none|600px|The player aims the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- mele.jpg|thumb|none|600px|Melee attack of the the Uzi.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the IMI Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the IMI Uzi.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the Yakuza Character Pack.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Reloading. Note how there is no bullet in the chamber.]]&lt;br /&gt;
[[File:Micro Uzi PD2 left modified.jpg|thumb|none|600px|Modified.]]&lt;br /&gt;
[[File:Micro Uzi PD2 right modified.jpg|thumb|none|600px|Modified.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]], a cheap Double Eagle airsoft one at that, and is unlocked at reputation level 2. It holds an incorrect magazine size of 40 rounds in a short 16-round magazine.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|350px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- holding.jpg|thumb|none|600px|The player holds the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- aim.jpg|thumb|none|600px|The player aims the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- mele.jpg|thumb|none|600px|Melee attack of the MAC-11.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Ingram MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Ingram MAC-11. This is its stock magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz.61 Skorpion==&lt;br /&gt;
The [[Sa. Vz.61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. Its &amp;quot;Extended Magazine&amp;quot; modification is odd, increasing the magazine size from 20 to 40 rounds despite simply being a second magazine clamped to the side of the one in the gun, somehow it feeds from both at the same time.&lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- holding.jpg|thumb|none|600px|The player holds the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- aim.jpg|thumb|none|600px|The player aims the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- mele.jpg|thumb|none|600px|Melee attack of the Vz.61 Skorpion.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Vz.61 Skorpion. Note the clamped together magazines of the &amp;quot;Extended Magazine&amp;quot; modification.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A1==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A1]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling Mk. IV Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- holding.jpg|thumb|none|600px|The player holds the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- aim.jpg|thumb|none|600px|The player aims the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Sterling L2A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 3.jpg|thumb|none|600px|Modified Version of the Sterling L2A1. Note the foregrip based on the E-11 Blasters from [[Star Wars]].]]&lt;br /&gt;
&lt;br /&gt;
===Sterling L34A1===&lt;br /&gt;
The [[Sterling SMG|Sterling L34A1]] is used if the Sterling L2A1 is equipped with the &amp;quot;Suppressed Barrel&amp;quot; modification. Like the Sterling L2A1, it incorrectly holds 20 rounds which can be modified to 30, closer to the correct 34. &lt;br /&gt;
[[file:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|400px|Sterling L34A1 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- holding.jpg|thumb|none|600px|The player holds the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- aim.jpg|thumb|none|600px|The player aims the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Sterling L34A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Sterling L34A1.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928==&lt;br /&gt;
The [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that does not get the fire-mode locking mods.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- holding.jpg|thumb|none|600px|The player holds the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- aim.jpg|thumb|none|600px|The player aims the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Thompson M1928. Note how the charging handle isn't locked back when the reload is started, which in reality would make the &amp;quot;L&amp;quot; drum unable to be removed.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1-reloading 2.jpg|thumb|none|600px|The player reloads the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Thompson M1928.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Thompson M1928.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The [[KRISS Vector]] was added with the Gage Ninja Pack DLC. It's called &amp;quot;Kross Vertex&amp;quot; in-game. It can be modified with a long barrel to make it resemble the Vector CRB, which is the civilian semi-auto only variant. The weapon also has its own unique suppressor. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|KRISS Vector - .45 ACP.]]&lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the actual bolt release isn't pressed, instead the surface underneath is.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines / Assault Rifles / Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5]] family appears as the '''AK5''', all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5B]]. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Cesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;. Decorated here with a yellow laser module and a fancy polymer magazine.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN_FNC#FN_FNC|FN Herstal FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the FN Ak's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M4/M4A1_Carbine#M4.2FM4A1_Carbine|Colt M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up ironsights by default. It is frequently used by law enforcers and holds 30 rounds, without any magazine modifications. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a different location for mounting a laser pointer. As in the first Payday, this weapon is still used by SWAT Snipers, despite there being more appropriate weapon models available, though the FBI Files claims them to be chambered in higher-caliber rounds than the normal weapon&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|Colt M4A1 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Colt M4A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Colt M4A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- holding.jpg|thumb|none|600px|The player holds the M4A1.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- aim.jpg|thumb|none|600px|The player aims the M4A1.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the M4A1.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the M4A1.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the M4A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the M4A1.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the M4A1.]]&lt;br /&gt;
===Z-M LR 300ML===&lt;br /&gt;
The CAR-4 fitted with the &amp;quot;Aftermarket Special&amp;quot; handguard, &amp;quot;Folding Stock&amp;quot; and &amp;quot;Short Barrel&amp;quot; closely impersonates the [[Z-M LR 300|Z-M LR 300ML]], though not completely as the pistol grip remains the M4A1's, the handguard is not a perfect copy, and it still lacks the LR 300's gas block.&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:2015-04-23 00019.jpg|thumb|none|600px|In-game preview of the &amp;quot;Z-M LR 300ML&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16#M16A4_Rifle|Colt M16A4]] with a short barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|Colt M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 Colt M16A4 -hd1- menu 1.jpg|thumb|none|600px|Standard M16A4 with 30-round &amp;quot;Mil-Spec&amp;quot; magazine (though it holds 38 rounds) and the &amp;quot;Long Barrel&amp;quot; mod.]]&lt;br /&gt;
[[File:Payday2 Colt M16A4 -hd1- menu 2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- holding.jpg|thumb|none|600px|The player holds the M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- aim.jpg|thumb|none|600px|The player aims the M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- mele.jpg|thumb|none|600px|Melee attack of the M16A4.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Colt M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Colt M16A4.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the ''AMCAR'', the very first primary weapon. Its damage output is outright miserable compared to every other long arm and little can be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its dismal damage puts the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[Enfield_L85_rifle_series#L85A2|Enfield L85A2]] was added alongside the ''Clover Character Pack'' as the &amp;quot;Queen's Wrath&amp;quot;.  Notably, it is the only select-fire capable primary (and one of three select-fire guns available in the entire game) that does not get the fire-mode locking mods. By default it holds 30 rounds and has a Grippod vertical grip.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|Enfield L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- holding.jpg|thumb|none|600px|The player holds the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- aim.jpg|thumb|none|600px|The player aims the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- mele.jpg|thumb|none|600px|Melee attack of the L85A2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Enfield L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Enfield L85A2.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS#FAMAS_F1|FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; and is unlocked for purchase by buying the Gage Assault Pack DLC. It incorrectly holds 30 rounds instead of 25.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 1.jpg|thumb|none|600px|I]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- holding.jpg|thumb|none|600px|The player holds the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- aim.jpg|thumb|none|600px|The player aims the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the FAMAS F1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the FAMAS F1.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G1===&lt;br /&gt;
The [[FAMAS#FAMAS_G2|FAMAS G1]] is used if the &amp;quot;G2 Grip&amp;quot; is equipped on the FAMAS F1 (Before Update #37, &amp;quot;G2 Grip&amp;quot; was called &amp;quot;Retro Grip&amp;quot; although the FAMAS G1 is newer model of FAMAS F1). Like the FAMAS F1, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[file:FAMAS F2.jpg|thumb|none|500px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 1.jpg|thumb|none|600px|Modified Version of the FAMAS G1.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 2.jpg|thumb|none|600px|Modified Version of the FAMAS G1.]]&lt;br /&gt;
&lt;br /&gt;
==FN  FAL==&lt;br /&gt;
The [[FN_FAL#FN_FAL|FN FAL]] appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. Notably, the FAL was the first weapon to have its accessories linked to DLC achievements rather than random drops. It notably has a DSA railed upper-receiver.  &lt;br /&gt;
[[File:FN_FAL_50_00.jpg|thumb|none|500px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FalconRifle1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_fal_2.jpg|thumb|none|600px|Note the DSA upper-receiver.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:FalconRifle2.jpg|thumb|none|600px|Modified Version of the FN FAL.]]&lt;br /&gt;
[[File:FalconRifle3.jpg|thumb|none|600px|Modified Version of the FN FAL.]]&lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The FAL can become a [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] with the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|500px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:FalconRifle4.jpg|thumb|none|600px|Version of the FN FAL modified into a DSA SA58 OSW.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Romat===&lt;br /&gt;
Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the FAL allows it to impersonate the [[FN_FAL#IMI_Romat|IMI Romat]] (although the FAL rear sight, DSA upper-receiver, and barrel remain the same). &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL.jpg.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL_2.jpg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN_SCAR#FN_SCAR-H|FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Reloading. For some reason the charging handle doesn't lock back, so instead it's pulled to chamber a new round. In the original animation the bolt release was used instead.]]&lt;br /&gt;
[[File:PD2 SCAR-H misc1.jpg|thumb|600px|none|After receiving some buckshot, a former Murkywater PMC drops his SCAR-H. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR-H misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator. Note that the rail extension is for an AR-15 and not the SCAR platform.]]&lt;br /&gt;
[[File:SCAR-H PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; and is available to purchase for owners of the Gage Assault Pack DLC. It holds 20 rounds and has a long reload time, it can be made into a [[PSG-1]] with the correct parts.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_g3_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_g3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36K|Heckler &amp;amp; Koch G36KV]] makes an appearance as the 'JP36', unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy and a deep 180 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this JP is a KV. The proportions are a little off and the barrel is a different length, hinting that it might've been modeled from an airsoft cousin.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination folding-collapsing H&amp;amp;K stock, the fake vent holes on the foregrip texture and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
&lt;br /&gt;
===H&amp;amp;K G36C===&lt;br /&gt;
Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36C|G36C]].&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the Dragan Character Pack DLC, much like the L85A2 was part of Clover's DLC. It is known internally as the &amp;quot;Lion's Roar&amp;quot;, has a high rate of fire and overall good stats, though it has a long reload time and if unmodified, high recoil.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 holding.jpg|thumb|none|600px|The player holds the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 aim.jpg|thumb|none|600px|The player aims the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 1.jpg|thumb|none|600px|The player reloads the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 2.jpg|thumb|none|600px|The player reloads the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 mele.jpg|thumb|none|600px|Melee attack of the VHS-D2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 1.jpg|thumb|none|600px|Modified Version of the HS Produkt VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 2.jpg|thumb|none|600px|Modified Version of the HS Produkt VHS-D2.]]&lt;br /&gt;
===HS Produkt VHS-K2===&lt;br /&gt;
The Lion's Roar becomes the HS Produkt VHS-K2 when equipped with the &amp;quot;Short Barrel&amp;quot;.&lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the Gage Assault Pack DLC. It incorrectly holds 30 rounds instead of 25, a higher than real life ROF, and is shown with an unusable bipod extended&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:Payday2_galil_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galil.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===IMI Galil MAR/Galil 7.62 Hybrid===&lt;br /&gt;
A [[Galil#Galil MAR|IMI Galil MAR/Galil 7.62 Hybrid]] is created if the Galil ARM is equipped with the &amp;quot;CQB Foregrip&amp;quot; and &amp;quot;Skeletal Stock&amp;quot; modification. Like the Galil ARM, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil_m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilmar.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galilmar_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===IMI Galil Sniper Rifle===&lt;br /&gt;
The [[Galil#Galil Sniper Rifle|IMI Galil Sniper Rifle]] is used if the Galil ARM is equipped with the &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; modification. Like the Galil ARM, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilsniper.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galilsniper_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMS==&lt;br /&gt;
The [[AKMS|Izhmash AKMS]] appears as the &amp;quot;AK.762&amp;quot; and is unlocked at reputation level 16. Holds 30 rounds and less total ammunition than the AKS-74. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|Izhmash AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMS previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMS previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS holding.jpg|thumb|none|600px|The player holds the AKMS.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS aim.jpg|thumb|none|600px|The player aims the AKMS.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS reloading 1.jpg|thumb|none|600px|The player reloads the AKMS.]]&lt;br /&gt;
[[file:Payday2IzhmashAKMSreloading2.jpg|thumb|none|600px|The player reloads the AKMS.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS mele.jpg|thumb|none|600px|Melee attack of the AKMS.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Izhmash AKMS variant 1.jpg|thumb|none|600px|Modified Version of the AKMS.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS variant 2.jpg|thumb|none|600px|Modified Version of the AKMS.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMSU==&lt;br /&gt;
A variant on the [[AKMSU|Izhmash AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a secondary weapon, rather than a primary like the other two Kalashnikov rifles.&lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|Izhmash AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMSU previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMSU previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU holding.jpg|thumb|none|600px|The player holds the AKMSU.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU aim.jpg|thumb|none|600px|The player aims the AKMSU.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU reloading 1.jpg|thumb|none|600px|The player reloads the AKMSU in an earlier development of the game.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU reloading 2.jpg|thumb|none|600px|The player charges the AKMSU, again in the previous build.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU mele.jpg|thumb|none|600px|Melee attack of the AKMSU.]]&lt;br /&gt;
[[file:PD2 AKMSU.jpg|thumb|none|600px|Customized AKMSU with several DLC attachments. It could be interpreted as a 74U with the gently sloped 60 round quad stacked magazine.]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Reloading the carbine with the extended magazine.]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|Performing a new rack of the bolt, note Chain's wrist clips the Aimpoint sight that was impersonating a Russian PK series optic.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKS-74==&lt;br /&gt;
The [[AKS-74|Izhmash AKS-74]] is the second primary weapon unlocked, at reputation level 1. It appears simply as the &amp;quot;AK Rifle&amp;quot; and holds 30 rounds. It can become a regular [[AK-74]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|500px|Izhmash AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:Payday2 izhmash AKS-74 previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 izhmash AKS-74 previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 holding.jpg|thumb|none|600px|The player holds the AKS-74.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 aim.jpg|thumb|none|600px|The player aims the AKS-74.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 reloading 1.jpg|thumb|none|600px|The player reloads the AKS-74.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 reloading 2.jpg|thumb|none|600px|The player reloads the AKS-74.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 mele.jpg|thumb|none|600px|Melee attack of the AKS-74.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Izhmash AKS-74 variant 1.jpg|thumb|none|600px|Modified Version of the AKS-74.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKS-74 variant 2.jpg|thumb|none|600px|Modified Version of the AKS-74.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec Sub 2000==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the Sub 2000 appears as the ''Cavity 9mm''. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses.&lt;br /&gt;
[[file:KTSUB2000.jpg|thumb|none|500px|Kel-Tec SUB 2000 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip1.jpg|thumb|none|600px|Flipping open the Sub 2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
&lt;br /&gt;
===Sub 2000 Gen 2===&lt;br /&gt;
Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model.&lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen2 shape. It seems to be an interpretation of a Red Lion Precision rail combo, but instead of concealing the suppressor inside the rails, a short rail was used as a base for an enormous mystery suppressor.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the Sub 2000, viewed against a distant mercenary's upper body. The ring sight doesn't really work in games, either.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[M16_rifle_series#Olympic_Arms_K23B|OA K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[M16_rifle_series#CQB-R / Mk. 18 Mod 0|Mk. 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk. 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reload like this (As of update 65, the AMR-16 has received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==Romanian AIMR==&lt;br /&gt;
Attaching the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the Izhmash AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]] (although the AKMS stock remains the same).&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AIMR.jpg|thumb|none|600px|A presumable AIMR heavily dressed in new furniture with a nice PBS-1 suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2==&lt;br /&gt;
The [[SIG_SG_550#SIG_SG_552|SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It Holds 30 rounds. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown&lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note the empty, translucent magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the magazine is not only full but also has the appropriated amount of ammo in it!]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Reloading. Hitting the bolt release.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SIG 552-2 PD2 modified left.jpg|thumb|none|600px|Modified version. Notice the railed handguard.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M14==&lt;br /&gt;
A [[M14|Springfield Armory M14]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode. The weapon can be modified with a JAE 100 G3 stock or a SAGE EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|Springfield Armory M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|500px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO. A real Mk 14 has a 18&amp;quot; barrel as opposed to the 16&amp;quot; one in-game.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading1.jpg|thumb|none|600px|Reloading. Here the weapon has been modified with a SAGE EBR Chassis to resemble a Mk 14 Mod 0 EBR.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading2.jpg|thumb|none|600px|Reloading. Payday 2 could be one of the first games where the bolt release is used to chamber a new round on an M14-type rifle instead of giving the charging handle a pull.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 right.jpg|thumb|none|600px|Modified Version of the M14 DMR in a SAGE EBR Chassis.]]&lt;br /&gt;
[[file:Payday2 M1A Socom variant 2.jpg|thumb|none|600px|Modified Version of the M14 DMR in a JAE 100 G3 stock.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle still lacks the bolt release of an A3. Oddly, instead of its build-in folding foregrip it has a section of rail added to the hinge and an aftermarket vertical grip attached to said rail.&lt;br /&gt;
&lt;br /&gt;
Upon launch, the rifle can be seen using a Magpul PMAG, which suggests it was not based entirely on an authentic AUG. After the animation update, however, it gains the AUG's proprietary magazine.&lt;br /&gt;
As of update 61,the Raptor polymer body was added as a mod for the weapon, this mod will give the weapon the appearance of the Thales F90.&lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 is a future replacement for the Australian F88 Austeyr - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:AUG A2 PD2 modified left.jpg|thumb|none|600px|Modified Version. Here the weapon has been modified with the Raptor polymer body, making the weapon resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
[[file:AUG A2 PD2 modified right.jpg|thumb|none|600px|Modified Version.]]&lt;br /&gt;
&lt;br /&gt;
==TsNIITochMash AS Val==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It can be modified into the [[VSS Vintorez]] if the &amp;quot;Solid Stock&amp;quot; is applied.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:AS val rightside PD2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 reloading1.jpg|thumb|none|600px|Reloading the AS Val. Note the bullets in the magazine]]&lt;br /&gt;
[[File:AS Val PD2 reloding2.jpg|thumb|none|600px|Reloading. Pulling the charging handle]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. First introduced in the Death Wish Update in the hands of some GenSec Elite SWATs, though with a fixed stock. A player-usable version was finally added in the Gage Shotgun Pack DLC. It holds 8 shells in the tube by default (as opposed to its real life counterpart's 7).&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- holding.jpg|thumb|none|600px|The player holds the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- aim.jpg|thumb|none|600px|The player aims the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Benelli M4.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Benelli M4 Super 90.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Tactical===&lt;br /&gt;
The Benelli M4 Tactical is used if the M1014 is equipped with the &amp;quot;Solid Stock&amp;quot;&lt;br /&gt;
[[File:M4 Tactical.jpg|thumb|none|500px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 NFA===&lt;br /&gt;
The Benelli M4 NFA is used when the M1014 is equipped with the &amp;quot;Short Barrel&amp;quot;.&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 NFA Tactical===&lt;br /&gt;
The Benelli M4 NFA Tactical is used if the M1014 is equipped with the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot;&lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta S3/CZ Redhead Deluxe Hybrid ==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced with the Bonnie Character Update in March 13th appears to be a hybrid of the Beretta S3 O/U and CZ Redhead Deluxe O/U. Named the &amp;quot;Joceline O/U 12G&amp;quot; in-game.&lt;br /&gt;
[[File:Beretta Side Lock Model S3.jpg|thumb|none|500px|Beretta S3 O/U - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading1.jpg|thumb|none|600px|Reloading. Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading. Note the unstuck primers.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Reloading. Two shells, one hand.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified left.jpg|thumb|none|600px|Modified version. The barrels has been sawed-off...]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified right.jpg|thumb|none|600px|..and a fancy shell holder has been put on the stock.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at reputation level 39. Obviously it only holds two shells but is one of the most powerful weapons in the game. It has only two modifications, &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special,&amp;quot; both of which saw down the barrels and stock respectively&lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun holding.jpg|thumb|none|600px|The player holds the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun aim.jpg|thumb|none|600px|The player aims the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 1.jpg|thumb|none|600px|The player reloads the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 2.jpg|thumb|none|600px|The player reloads the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun mele.jpg|thumb|none|600px|Melee attack of the Double Barreled Shotgun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 double barrel variant 1.jpg|thumb|none|600px|Modified Version of the Double Barreled Shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===Sawn-Off Double Barreled Shotgun===&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun|Sawed Off Shotgun]] is used when the Mosconi 12G is modified. The &amp;quot;Road Warrior&amp;quot; barrel saws the barrels down, while the [[The_Wire_-_Season_1#Unknown_Double_Barrel_Shotgun|&amp;quot;Gangsta Special&amp;quot;]] saws off the stock.&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun holding.jpg|thumb|none|600px|The player holds the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun aim.jpg|thumb|none|600px|The player aims the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 1.jpg|thumb|none|600px|The player reloads the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 2.jpg|thumb|none|600px|The player reloads the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun mele.jpg|thumb|none|600px|Melee attack of the Sawn-Off Shotgun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sawed off variant 1.jpg|thumb|none|600px|Sawn-Off Shotgun with stock untouched.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as a new gun added in the Crimefest update (10/26/2014) and is called the &amp;quot;Predator 12G&amp;quot;. It correctly fires in semi auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds an incorrect 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2_SPAS12.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:Payday2_SPAS12_2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash Saiga 12K==&lt;br /&gt;
The [[Saiga 12K|Izhmash Saiga 12K]] appears as the ninth primary weapon, and is shown as being fully-automatic with select fire available. Prior to the Gage Shotgun Pack DLC, it was the only semi-auto shotgun in the game. The model is not based on an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKMS top cover, rather than the smooth cover used on the Saiga which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga 12 style front trunion (lacking the corresponding rivets however). It is called the &amp;quot;IZHMA 12G&amp;quot; and is unlocked at reputation level 26 and holds 7 shells. It is notably used by a Bulldozer variant called the &amp;quot;Killdozer&amp;quot; that wears black armor. His model of Saiga uniquely has an unobtainable solid stock, and before it was removed in a patch, a drum magazine. The Saiga is also used by the FBI informant that sold out the gang in the Hoxton Revenge heist, if their panic room is opened loud&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Izhmash Saiga 12K - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Izhmash Saiga 12K previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Izhmash Saiga 12K previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K holding.jpg|thumb|none|600px|The player holds the Saiga 12K.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K aim.jpg|thumb|none|600px|The player aims the Saiga 12K.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K reloading 1.jpg|thumb|none|600px|The player reloads the Saiga 12K in the older version of the game.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K reloading 2.jpg|thumb|none|600px|The player reloads the Saiga 12K, formerly with an overhand technique.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K mele.jpg|thumb|none|600px|Melee attack of the Saiga 12K.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga in more recent versions of the game, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard keeping the optic stable.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Notably it is one of the most concealable shotguns in the game and has the highest capacity of any of them. Holds 14 shells and was added in the Gage Shotgun Pack DLC.&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:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12 CQB==&lt;br /&gt;
Added with the release of The Butcher's BBQ Pack was an [[AA-12|MPS AA-12 CQB]] as evident by its short barrel, known internally as the &amp;quot;Steakout 12G&amp;quot;. Comes default with a 8-round box magazine and an entirely fictional semi/auto selective fire capability as all extant AA-12 models are capable of fully automatic fire only. Its in-game rate of fire of 300 matches that of the real weapon.&lt;br /&gt;
Optional enhancements includes a 20-round drum, a long barrel, and custom integral suppressor. When any optics are mounted it gains a railed mount with a useless shell rack on the left side, replacing the whole rear sight.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|The MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:2015-04-22 00009.jpg|thumb|none|600px|In-game preview of the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00010.jpg|thumb|none|600px|Player holding the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00011.jpg|thumb|none|600px|Stock ironsights of the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00013.jpg|thumb|none|600px|Player reloading the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00023.jpg|thumb|none|600px|Melee attack of the AA-12 CQB.]]&lt;br /&gt;
&lt;br /&gt;
===MPS AA-12===&lt;br /&gt;
The &amp;quot;Steakout 12G&amp;quot; becomes a regular AA-12 when fitted with the &amp;quot;Long Barrel&amp;quot; modification.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:2015-04-22 00018.jpg|thumb|none|600px|In-game preview of the the now regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]] is called the &amp;quot;Reinfeld 880&amp;quot; and is unlocked at reputation level 8, it has synthetic furniture instead of wood and it has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami gangsters, and the basic green Bulldozer.&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|500px|Remington Model 870 Field Gun - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Remington 870 previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Remington 870 previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Remington 870 holding.jpg|thumb|none|600px|The player holds the Remington 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 aim.jpg|thumb|none|600px|The player aims the Remington 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 reloading 1.jpg|thumb|none|600px|The player reloads the Remington 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 reloading 2.jpg|thumb|none|600px|The player reloads the Remington 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 mele.jpg|thumb|none|600px|Melee attack of the Remington 870.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Remington Model 870 variant 1.jpg|thumb|none|600px|Modified Version of the Remington Model 870 Field Gun.]]&lt;br /&gt;
[[file:Payday2 Remington Model 870 variant 2.jpg|thumb|none|600px|Modified Version of the Remington Model 870 Field Gun.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at reputation level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. It is overall similar to its full-sized counterpart, but has slightly higher damage and a higher rate of fire but shorter range and lower accuracy.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib and Hogue Tamer pistol grip - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Remington 870 Pistol Grip previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Remington 870 Pistol Grip previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip holding.jpg|thumb|none|600px|The player holds the Short-Barreled 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip aim.jpg|thumb|none|600px|The player aims the Short-Barreled 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip reloading 1.jpg|thumb|none|600px|The player reloads the Short-Barreled 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip reloading 2.jpg|thumb|none|600px|The player reloads the Short-Barreled 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip mele.jpg|thumb|none|600px|Melee attack of the Short-Barreled 870.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Remington Model 870 Short-barreled variant 1.jpg|thumb|none|600px|Modified Version of the Short-Barreled Remington Model 870.]]&lt;br /&gt;
[[file:Payday2 Remington Model 870 Short-barreled variant 2.jpg|thumb|none|600px|Modified Version of the Short-Barreled Remington Model 870.]]&lt;br /&gt;
&lt;br /&gt;
==Sentinel Arms Striker-12==&lt;br /&gt;
The humble fixed-drum [[Armsel Striker and variants#Examples of the Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. In Overkill's usual fashion, it's a mix of all of the different versions mooshed together in a highly educated, equal measure. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|Cobray Street Sweeper - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from Modern Warfare 3.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance level of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms magazine's spring-loaded thumb tab actually used to advance the drum during reloads. The big tube on the end is an exclusive integral suppressor to further drive the gun into fantasy land.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
=Light Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gage Weapon Pack #02&amp;quot; downloadable content pack introduced three light machine guns to the players' arsenal. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and The &amp;quot;Crimefest 2015&amp;quot; introduced the Ksp 58. The weapons can only be hip-fired and are very inaccurate. The bipods cannot be unfolded without the Lion Bipod attachment, introduced during CrimeFest 2015, which greatly stabilizes the weapon but immobilizes the player and restricts its field of fire to a roughly ninety-degree arc.&lt;br /&gt;
&lt;br /&gt;
==FN M249 Para==&lt;br /&gt;
The [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249 Para]] appears as the &amp;quot;KSP&amp;quot; and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|FN M249 SAW Paratrooper version with 200-round ammo drum  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:SAWingame.jpg|thumb|none|600px|In-game.]]&lt;br /&gt;
&lt;br /&gt;
===FN M249-E2 SAW===&lt;br /&gt;
The &amp;quot;Soild Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; attachments can make a M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo drum - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===FN Mk 46 Mod 0===&lt;br /&gt;
The &amp;quot;Railed Foregrip&amp;quot; and &amp;quot;Soild Stock&amp;quot; attachments can make a M249 Para that resembles the [[FN_Minimi#Mk 46 Mod 0|Mk 46 Mod 0]], though the M249 keeps its STANAG mag well.&lt;br /&gt;
[[file:Mk46.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN M240==&lt;br /&gt;
Although it's called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;Crimefest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|FN M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|Carl Gustaf Ksp 58 B  - 7.62x51mm NATO. For comparison]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The &amp;quot;Ksp 58&amp;quot;.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon simply zooms in the perspective like this. This is the case for all Machine guns.]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new ammo box.]]&lt;br /&gt;
[[File:PD2 M240 modified left.jpg|thumb|600px|none|Modified version with &amp;quot;Short Barrel&amp;quot;, bipod, and &amp;quot;Plastic Stock&amp;quot;.]]&lt;br /&gt;
[[File:PD2 M240 modified right.jpg|thumb|600px|none|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. The weapon features the rear sight encountered on the MP5 sub machine gun, rather than the one usually manufactured. Also the weapon lacks a bipod but has a side vertical grip instead. &lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- holding.jpg|thumb|none|600px|The player holds the HK21E.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- aim.jpg|thumb|none|600px|The player aims the HK21E.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the HK21E.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the HK21E.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- mele.jpg|thumb|none|600px|Melee attack of the HK21E.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- variant 1.jpg|thumb|none|600px|Modified version of the Heckler &amp;amp; Koch HK21E.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- variant 2.jpg|thumb|none|600px|Modified version of the Heckler &amp;amp; Koch HK21E.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash RPK==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:Payday2 RPK -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 RPK -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- holding.jpg|thumb|none|600px|The player holds the RPK.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- aim.jpg|thumb|none|600px|The player aims the RPK.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the RPK.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the RPK.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- mele.jpg|thumb|none|600px|Melee attack of the RPK.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 RPK -hd1- variant 1.jpg|thumb|none|600px|Modified version of the RPK.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- variant 2.jpg|thumb|none|600px|Modified version of the RPK.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42#MG42|MG42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It incorrectly holds 150 rounds in a 75-round drum magazine and has the highest rate of fire of the LMGs.&lt;br /&gt;
[[file:MG42 Left.jpg|thumb|500px|none|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|The player holds the MG42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- aim.jpg|thumb|none|600px|The player aims the MG42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MG42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MG42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- mele.jpg|thumb|none|600px|Melee attack of the MG42.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 1.jpg|thumb|none|600px|Modified version of the MG42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 2.jpg|thumb|none|600px|Modified version of the MG42 with a barrel based on the DLT-19 Heavy Blaster Rifle from [[Star Wars]], with was actually made from a [[MG34]].]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' Downloadable Content introduced 3 new weapons in the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a .45 degree off-set iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. An &amp;quot;*&amp;quot; means it is a modified weapon using a &amp;quot;DMR Kit&amp;quot; and is not under the game's definition of a Sniper Rifle. Along with the Point Break heists update, the character Bodhi and a Winchester Model 70 was added for free to all members of the Payday 2 community. &lt;br /&gt;
&lt;br /&gt;
==Barrett M95==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at reputation level 65. It uses a 5 round magazine. Notably, it is the strongest weapon in the entire game upon its release, and the second most powerful one so far, having an astounding damage stat of '''2880''', second only to the RPG-7 included with the OVERKILL Pack, which deals a solid 10000 damage per shot.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:Payday_2_Thanatos_right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday_2_Thanatos_Left.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 LRS2==&lt;br /&gt;
The [[Blaser R93|Blaser R93 LRS2 Precision Sniper Rifle]] appears as the &amp;quot;R93&amp;quot; and is unlocked at reputation level 35. It is featured either with a default polymer or optional wooden body. It uses a 6 round magazine (one more than the real thing). &lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 LRS2 Precision Sniper Rifle - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_R93_Right.jpg|thumb|none|600px|Standard body.]]&lt;br /&gt;
[[File:Payday_2_R93_Left.jpg|thumb|none|600px|Standard body.]]&lt;br /&gt;
[[File:Payday_2_R93_Right_wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_R93_Left_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:R93 PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:R93 PD2 reloading1.jpg|thumb|none|600px|Reloading. How the top most bullet stays in place is a mystery.]]&lt;br /&gt;
[[File:R93 PD2 reloading2.jpg|thumb|none|600px|Reloading. The new magazine is in and a round is chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1*==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] becomes a [[Heckler &amp;amp; Koch PSG-1]] when the &amp;quot;DMR Kit&amp;quot; (giving it a long heavy barrel and a 10-round magazine), &amp;quot;Precision Barrel&amp;quot;, &amp;quot;Precision Grip&amp;quot;, and &amp;quot;Precision Stock&amp;quot; are added, though it still retains the G3A3's ironsights.&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|none|500px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PAYDAY2 PSG-1 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PAYDAY2 PSG-1 left.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M1907 Carbine]] is seen as the &amp;quot;Mosin-Nagant&amp;quot; and is part of the Gage Historical Pack DLC. Unlike the other three sniper rifles of the game, it can use ironsights.&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant Model 1907 Carbine -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant Model 1907 Carbine -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- holding.jpg|thumb|none|600px|The player holds the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- aim.jpg|thumb|none|600px|The player aims the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- mele.jpg|thumb|none|600px|Melee attack of the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant M38 Carbine===&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M38 Carbine]] is seen when the Mosin-Nagant is modified with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M38 Carbine -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M38 Carbine -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant M91/30===&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M91/30]] is seen when the &amp;quot;Mosin-Nagant&amp;quot; is modified with the &amp;quot;Long Barrel&amp;quot; modification.&lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M9130 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M9130 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mosin Nagant M91/30.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mosin Nagant M91/30.]]&lt;br /&gt;
&lt;br /&gt;
==Remington MSR==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at reputation level 15. It is featured either with a default and non-standard wooden body or the optional and proper aluminium alloy body. It uses a 10 round magazine. &lt;br /&gt;
[[File:RemingtonMSR.jpg|thumb|none|500px|Remington MSR - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right.jpg|thumb|none|600px|Tactical Aluminium Alloy body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left.jpg|thumb|none|600px|Tactical Aluminium Alloy body.]]&lt;br /&gt;
[[File:Remington MSR PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt. Here the weapon has been modified with its own unique suppressor. The Suppressor is actually based of the MSR's real world equivalent]]&lt;br /&gt;
[[File:Remington MSR PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine. Note the backup iron sights.]]&lt;br /&gt;
[[File:Remington MSR PD2 reloading2.jpg|thumb|none|600px|Reloading. The new magazine is inserted and the bolt is cycled to chamber the round. Notice the actual bullet in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] was added with the Gage Ninja Pack DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot;. The actual WA 2000 is chambered in .300 Winchester or 7.5x55mm Swiss, so the .308 in the name wrongly suggest the weapon is chambered in .308. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:WA2000 PD2 rightside.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:WA2000 PD2 idle.jpg|thumb|none|600px|The WA 2000 in game.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant it can use, and starts out with, iron sights. It can be modified with a long barrel, suppressed barrel, and a unique magnified scope. However, it can not be customized with modern modifications like lasers and sights besides the one unique to it.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:2015-05-08 00013.jpg|thumb|none|600px|Right side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-08 00014.jpg|thumb|none|600px|Left side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-07 00059.jpg|thumb|none|600px|The Winchester Model 1873 in-game.]]&lt;br /&gt;
[[File:2015-05-07 00061.jpg|thumb|none|600px|Iron-sights.]]&lt;br /&gt;
[[File:2015-05-07 00062.jpg|thumb|none|600px|Loading a round in.]]&lt;br /&gt;
[[File:2015-05-07 00063.jpg|thumb|none|600px|Cocking the lever.]]&lt;br /&gt;
[[File:2015-05-07 00065.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
[[File:2015-05-09 00031.jpg|thumb|none|600px|A modified Winchester Model 1873]]&lt;br /&gt;
[[File:2015-05-09 00032.jpg|thumb|none|600px|Another modified Winchester Model 1873]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] was added along for free with the character Bodhi from the upcoming [http://www.imfdb.org/wiki/Point_Break_%282015%29 Point Break remake]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. &lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty!]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
Unlike the original Payday, the [[M79 Grenade Launcher]] was not included at release, but was added in the Gage Assault Pack. Known as the &amp;quot;GL40&amp;quot; in game, it holds a single grenade in the chamber and the player can carry a maximum of 6 shots at once. Like the M67 it has friendly fire and can easily kill civilians unintentionally. Like its previous incarnation, grenades fired by the M79 in Payday 2 does not have a minimum arming range, and can detonate immediately upon being shot if the player is facing an obstacle.&lt;br /&gt;
The front leaf sight on the M79 model acts as an in-built gadget, and pressing the enable gadget key (default &amp;quot;G&amp;quot;), allows the player to fire grenades at a much higher arc than usual.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|M79 Grenade Launcher, called the GL40 in game.]]&lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the sight flipped up using the same nameless force as with the one in Far Cry 4.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
Added with the release of The Butcher's BBQ Pack DLC was a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]], known internally as the &amp;quot;Piglet&amp;quot; grenade launcher. It has similar damage per shot to the M79 but boasts a wider range of modifications and much larger ammo pool.&lt;br /&gt;
[[Image: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;
[[Image:M32.jpg|thumb|none|600px|In-game preview of the Milkor MGL Mk 1L, or &amp;quot;Piglet&amp;quot; as it is called in-universe.]]&lt;br /&gt;
[[Image:2015-04-22 00001.jpg|thumb|none|600px|Player holding the Milkor MGL Mk 1L in-game.]]&lt;br /&gt;
[[Image:2015-04-22 00002.jpg|thumb|none|600px|Stock &amp;quot;ironsights&amp;quot; of the Milkor MGL Mk 1L.]]&lt;br /&gt;
[[Image:2015-04-22 00003.jpg|thumb|none|600px|Player reloading the Milkor MGL Mk 1L. This becomes the single longest reload process of the entire series should the player fire all six grenades prior to reloading, at an uncomfortably lengthy 15.25 seconds.]]&lt;br /&gt;
[[Image:2015-04-22 00008.jpg|thumb|none|600px|Melee attack of the Milkor MGL Mk 1L.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack DLC, and has the highest damage of any weapon in the game at an astounding 10000, but can only carry 4 rounds at a time. The weapon is unaffected by ammo pickups and can easily incapacitate the user and their whole team if fired recklessly&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The player holds the RPG-7.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|The player aims the RPG-7.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|The player reloads the RPG-7.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|The player cocks the hammer of the RPG-7, a nice touch not done in almost any FPS.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 mele.jpg|thumb|none|600px|Stock attack of the RPG-7.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 variant 1.jpg|thumb|none|600px|Modified Version of the RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 can only be used with the right Technician skills. By default, it is used as tripmines, which can be used to set traps for enemies. The tripmines themselves are unlocked simply by starting to learn Technician skills. The later Shaped Charge skill allows players with it to use their explosives to instead blow up doors and safe doors, potentially saving a lot of time for them and their team. Certain skills also allow them to be toggled into 'Sensor Mode' in which they will not explode, but will mark enemies that pass by. This can be useful in stealth runs. Some C4 packs are also used for certain objectives, and can be used by any player when picked up.&lt;br /&gt;
[[File:Payday2 C4.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
[[File:Payday2 c4 1.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers at times. The Commissar in Hotline Miami also uses one when fought. The same model is also used for the flash bangs that law enforcers love to use all to frequently. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|M18 smoke grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is only usable by players with the first Gage Weapon Pack DLC, unless they buy the Grenade Case for their team during a heist. Grenades have a fairly wide blast radius that can go through walls, and they will stun enemies that aren't killed outright. Players can carry up to three and should be careful, as they can easily cause civilian kills or friendly fire if handled improperly. Notably, it's possible for enemies to shoot the grenades in mid-air, causing immediate detonation. All grenades are shown with the red Overkill bomb logo painted on the side.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:Payday2 granat.jpg|thumb|none|600px|M67 hand grenade in game. Note the Overkill logo.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added to the game in the Gage Historical Pack, and is referred to in game as the &amp;quot;Potato Masher&amp;quot;. Unlike the M67, it is not used as a thrown explosive, but rather as a melee weapon, similar to the Demoman from Team Fortress 2. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:pd2-stick-grenade.jpg|thumb|none|600px|Model 24 Stielhandgranate, called the &amp;quot;Potato Masher&amp;quot; in game.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[GE_M134_Minigun#Hand_Held_M134_Minigun|Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest rate-of-fire of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, having the weapon equipped results in a movement speed penalty. The weapon also appears to have no power source. &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: 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:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun holding.jpg|thumb|none|600px|The player holds the Hand Held Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun aim.jpg|thumb|none|600px|The player aims the Hand Held Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun mele.jpg|thumb|none|600px|Melee attack of the Hand Held Minigun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 1.jpg|thumb|none|600px|Modified Version of the Hand Held M134 Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 2.jpg|thumb|none|600px|Modified Version of the Hand Held M134 Minigun.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5K|Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|Sentry Gun in game.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Payday (disambiguation)]]&lt;br /&gt;
&lt;br /&gt;
[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Payday 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=993582</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=993582"/>
		<updated>2016-01-08T19:36:31Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Colt M4A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2.&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Payday 2''' is the sequel to [[Payday: The Heist]]. As with the first game, players may join up to three others in a spree of robberies and other heists to earn money. Payday 2 noticeably features many changes from the first game, among other things the new skill tree. Each of the five trees (the '''Mastermind''', '''Enforcer''', '''Technician''', '''Ghost''', and '''Fugitive''') focuses on differing specializations, though unlike the first game do not grant new weapons for level ups (aside from special examples like the portable saw). Weapons are instead unlocked to purchase by leveling up, which now is done with experience points instead of money. Money is used to buy new weapons, modifications, and masks, though it is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and addons.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
&lt;br /&gt;
The game operates with the heister moving in with 2 weapons, and 2 weapons only. A primary and a secondary. Primaries consist of assault rifles, shotguns, and marksman rifles. Secondaries consist of pistols, machine pistols, and bizarrely, a few chopped down variants of some shotguns and assault rifles. Players can take ammo from enemies, but not weapons, ala [[SWAT 4]] and other such tactical shooters.&lt;br /&gt;
&lt;br /&gt;
Each weapon has its own customization options, though some like the Glock 17 barely have any and others like the M4A1 may have much more than others. In addition to shared items like suppressors, weapons also have their own sets of unique addons, such as extended magazines or different finishes or grips. Mods can be removed from these weapons for no charge, and the mod in question will not be lost, merely returned to the player's inventory. However, re-adding it will again require money.&lt;br /&gt;
&lt;br /&gt;
In addition to this, owners of the Gage Weapon Pack #1 DLC will be allowed to change the firing mode between fully automatic and semi-automatic on all applicable weapons, and unlock access to special addons that enable locking a weapon permanently in one fire mode. Owners of the Gage Weapon Pack #2 DLC will also have access to the machine guns as well as new knives. Owners of the Gage Mod Courier DLC will also be able to unlock a special set of modifications that are otherwise unobtainable. As a bonus, the pack also comes with extra reticles and colors for all sights, though players without the DLC will still be able to use all the colors and a few of the new reticles. In addition, every weapon DLC pack since (and a few heist DLCs) have had even more new guns and melee weapons, and have begun to lock weapon addons to specific achievements rather than random drops. Finally, a noteworthy addition from the Gage Shotgun Pack DLC is the option to use different shell types for any of the game's shotguns. All firearms in Payday 2 are capable of performing a &amp;quot;tactical reload&amp;quot; (i.e. reload when the magazine isn't emptied) in addition to the &amp;quot;dry&amp;quot; animation, though as is common with most contemporary non-tactical shooters, none of them retain the round currently in battery, meaning there is no &amp;quot;one round in the chamber&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As a final addition, starting with the October 22, 2014 patch, players with a specific skill set are also allowed to replace their primary with two dual-wielded pistols, though this obviously comes with penalties to aiming and recoil and can currently can only be done with a few pistols. Dual-wielding can be done by any player with enough perks in the Hitman perk deck unlocked, or by players who have the Akimbo skill from the Fugitive tree&lt;br /&gt;
&lt;br /&gt;
As of Update #65 (The first person animation update) All base game guns (except for the Bronco .44) and some DLC weapons have received new first person animations, most notably new reloading animations. Also with this update magazines now actually have fully modeled bullets in them, on top of that, it's is possible to see the bullets in the transparent magazines of weapons such as the JP36, Commando 553, Kobus 90 etc.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot; and is unlocked at reputation level 6, and has an incorrect 14-round capacity instead of 15. Presently, it is one of the seven pistols that can be dual-wielded. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 2.jpg|thumb|none|600px|Note that for some reason it's modeled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- holding.jpg|thumb|none|600px|The player holds the 92FS Centurion.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- aim.jpg|thumb|none|600px|The player aims 92FS Centurion.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads 92FS Centurion.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads 92FS Centurion.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the 92FS Centurion.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Beretta 92FS Centurion.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Beretta 92FS Centurion.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- holding.jpg|thumb|none|600px|The player holds Akimbo 92FS Centurions.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Akimbo 92FS Centurions.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo 92FS Centurions.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in-game as the &amp;quot;Chimano 88 Pistol&amp;quot;. It is the default secondary weapon, and is initially rather weak though holds a fairly large and correct 17-round magazine (though it has an extended +2 magazine base-plate that would allow it to hold 19 rounds). Originally it could only use one of three suppressors, though a few more compatible parts have been added in patches. It is one of seven pistols that can be dual-wielded&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Glock 17 Gen 3 -hd1- menu 1.jpg|thumb|none|600px|Note extended +2 magazine base-plate that's not factored into the weapons capacity]]&lt;br /&gt;
[[File:Payday2 Glock 17 Gen 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Glock 17.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Glock 17.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Glock 17.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Glock 17.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Glock 17.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Glock 17.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Glock 17.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C Generation 3]] is unlocked at reputation level 29 and, as in the first game, is known as the &amp;quot;STRYK 18c.&amp;quot; It still features a high rate of fire, low power, low accuracy, comes with a slightly incorrect 20-round magazine (actually 19), and a tan frame and slide.  Notably, it is one of 3 select-fire capable guns in the game that does not get the fire-mode locking mods.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Glock 18C. Note large cut-out in the slide for the ported barrel, denoting this as a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Glock 18C.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C==&lt;br /&gt;
The [[Glock 22|Glock 22C]] appears as a new gun added in the Election Day update (3/20/2014) and is named the &amp;quot;Chimano Custom&amp;quot;, with the website render marking it as a .40 S&amp;amp;W model. It has a default magazine of 16 rounds (actually 15 in real life or 17 with the +2 base-plate shown in-game) and can be modified in most of the same ways as the Glock 18C. It has a unique red fiber-optic front sight, a flared magazine well, and an OD green frame. The Custom becomes a Glock 35 if equipped with the &amp;quot;Long Slide&amp;quot; modification. This is one of the seven pistols that can be dual-wielded&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the the Custom Glock 22C. Note the slide cut-outs for the ported barrel, denoting this as a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Custom Glock 22C.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26==&lt;br /&gt;
On the seventh day of the Crimefest release parade (October 22nd 2014), ''[[John Wick]]'' himself jumped aboard and brought his trusted [[Glock 26]] along for the ride. Called the '''Chimano Compact''', it tries to fill the same &amp;quot;high-capacity 9x19mm&amp;quot; role as the Beretta 92. It can stand up to it in terms of damage output and has a trivial recoil advantage, but otherwise lags a little behind on all fronts, especially so with the &amp;quot;high-capacity&amp;quot; bit. Unlocked at level 36, the $605,000 price tag is a little hard to swallow for what it is. It's also the first of the seven pistols which have separate akimbo variants classed as primary weapons.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied Glock 26. Overkill correctly set it to carry 10 rounds at a time, but didn't account for the potential extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch stealth rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was devised at an in-house &amp;quot;Chimano Custom Shop&amp;quot; instead. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the cute US flag on the upgraded slide.]]&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot; and is automatically unlocked for purchase by joining the Payday 2 Official Steam Group. It is decently powerful and uses a 13-round magazine (one more than in real life). It is one of seven pistols that can be dual-wielded (along with all variants below). It is incorrectly shown fitted with a Heckler &amp;amp; Koch &amp;quot;Jet-Funnel&amp;quot; mag-well extension and extended magazines that were only designed for and fit the 9mm and .40 S&amp;amp;W versions of the USP. &lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- menu 1.jpg|thumb|none|600px|note &amp;quot;Jet-Funnel&amp;quot; mag-well extension]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- holding.jpg|thumb|none|600px|The player holds the USP45 Tactical.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- aim.jpg|thumb|none|600px|The player aims the USP45 Tactical.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the USP45 Tactical.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the USP45 Tactical.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the USP45 Tactical.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the USP45 Tactical.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the USP45 Tactical.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch USP Expert===&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Expert|Heckler &amp;amp; Koch USP Expert]] is used if the USP Tactical is equipped with the &amp;quot;Expert Slide&amp;quot; modification. &lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The &amp;quot;Jet-Funnel&amp;quot; mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- holding.jpg|thumb|none|600px|The player holds the USP Expert.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- aim.jpg|thumb|none|600px|The player aims the USP Expert.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the USP Expert.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the USP Expert.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the USP Expert.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the USP Expert.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the USP Expert.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch USP Match===&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Match|Heckler &amp;amp; Koch USP Match]] is used if the USP Tactical is equipped with the &amp;quot;Match Slide&amp;quot; modification. This noticeably changes the color of the USP's slide and darkens the frame slightly&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Match -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Match -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- holding.jpg|thumb|none|600px|The player holds the USP Match.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- aim.jpg|thumb|none|600px|The player aims the USP Match.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the USP Match.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the USP Match.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- mele.jpg|thumb|none|600px|Stock attack of the the USP Match.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the USP Match.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the USP Match.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the LEO pistol as part of the Butcher DLC along with the VHS-D2 rifle. Initially a Croatian design (as the HS2000), it has an 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel -.45 ACP]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM holding.jpg|thumb|none|600px|The player holds the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM aim.jpg|thumb|none|600px|The player aims the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 1.jpg|thumb|none|600px|The player reloads the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 2.jpg|thumb|none|600px|The player reloads the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM mele.jpg|thumb|none|600px|Pistol whipping with the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 1.jpg|thumb|none|600px|Modified Version of the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 2.jpg|thumb|none|600px|Modified Version of the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert_Eagle#Desert_Eagle_Mark_XIX|IMI Desert Eagle Mark XIX]] appears under its popular nickname of &amp;quot;Deagle&amp;quot; and is unlocked at reputation level 36. It is exceptionally powerful and holds an incorrect 10 rounds in its magazine instead of the proper 7. It is one of the seven pistols that can be dual-wielded&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE.]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- holding.jpg|thumb|none|600px|The player holds the Desert Eagle.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- aim.jpg|thumb|none|600px|The player aims the Desert Eagle.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Desert Eagle.]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Desert Eagle.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Desert Eagle.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Desert Eagle.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Desert Eagle.]]&lt;br /&gt;
===IMI Desert Eagle Mark XIX Akimbo===&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- holding.jpg|thumb|none|600px|The player holds Akimbo Desert Eagles.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Akimbo Desert Eagles.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds and operates in strange ways uncharacteristic of the real TEC-9. &lt;br /&gt;
&lt;br /&gt;
The in-game weapon fires from a closed bolt, meaning that it was based on the US-import KG-9 model which was a forced redesign by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully automatic. This also suggest that the Blaster was based partly on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Intratec TEC-9 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Intratec TEC-9 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- holding.jpg|thumb|none|600px|The player holds the TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- aim.jpg|thumb|none|600px|The player aims the TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the TEC-9. Note the closed bolt which is '''not''' a native feature of the baseline TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the TEC-9.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Intratec TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Intratec TEC-9.]]&lt;br /&gt;
&lt;br /&gt;
===Intratec AB-10===&lt;br /&gt;
The [[Intratec AB-10]] is used if the TEC-9 is equipped with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- holding.jpg|thumb|none|600px|The player holds the AB-10.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- aim.jpg|thumb|none|600px|The player aims the AB-10.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the AB-10.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the AB-10.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the AB-10.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Intratec AB-10.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Intratec AB-10.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;==&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 &amp;quot;Broomhandle&amp;quot;]] appears as the &amp;quot;Broomstick&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It has rather high damage, but is hindered by its 10 round magazine.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1 holding.jpg|thumb|none|600px|The player holds the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 aim.jpg|thumb|none|600px|The player aims the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1-mele.jpg|thumb|none|600px|Pistol whipping with the Mauser C96.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mauser C96. Not the barrel of the DL-44 Heavy Blaster Pistol from [[Star Wars]].]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mauser C96.]]&lt;br /&gt;
&lt;br /&gt;
===Mauser C96 carbine \ Mauser C96 &amp;quot;Broomhandle&amp;quot; Hybrid===&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 carbine]] appears if the &amp;quot;Broomstick&amp;quot; is modified with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot;.&lt;br /&gt;
[[file:C96carbine.jpg|thumb|350px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- holding.jpg|thumb|none|600px|The player holds the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- aim.jpg|thumb|none|600px|The player aims the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- mele.jpg|thumb|none|600px|Melee attack of the Mauser C96 carbine.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mauser C96 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the &amp;quot;Signature .40&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. In-game it does the same amount of damage as the Crosskill (Springfield Armory 1911 Lightweight Operator), but most, if not all, of its stats are better compared to the Crosskill. By default, the P226 holds 12 rounds (one less than the real .40 version) and its extended magazine unusually has no concealment penalty (unlike those for most weapons)&lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- holding.jpg|thumb|none|600px|The player holds the P226.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- aim.jpg|thumb|none|600px|The player aims the P226.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the P226.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the P226. It had a more dramatic dump of the magazine originally, but the animation was toned down after an update.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the P226.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|A frame of the new reloading animation of a P226 with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army==&lt;br /&gt;
A [[Single Action Army]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot; and is part of the Butcher's Western Pack DLC. By default it is the 7.5&amp;quot; &amp;quot;Cavalry&amp;quot; model, but the &amp;quot;Shootout Barrel&amp;quot; and &amp;quot;Precision Barrel&amp;quot; modifications turn it into the 5.5&amp;quot; &amp;quot;Artillery&amp;quot; and 12&amp;quot; &amp;quot;Buntline Special&amp;quot; models respectively. When firing the weapon, the player character will fan the hammer. The Single Action Army cannot be modified with other modifications, limited only to the two barrels stated above, a stock, and a pistol grip modification.&lt;br /&gt;
&lt;br /&gt;
The in-game revolver operates in strange and bizarre ways not seen on the real Single Action Army. The weapon is absurdly powerful for an antique revolver of this caliber, massively dwarfing the Bronco .44 and Deagle in stopping power despite both of them faring the other way around in reality. The extractor rod on the Peacemaker is also never used to remove spent cartridges, the player character simply opens the loading gate and puts in fresh rounds, the fired casings falling out on their own.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|350px|thumb|none|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model. - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00006.jpg|600px|thumb|none|Right side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00007.jpg|600px|thumb|none|Left side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00027.jpg|600px|thumb|none|Drawing the Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00029.jpg|600px|thumb|none|&amp;quot;Cavalry&amp;quot; Single Action Army in idle]]&lt;br /&gt;
[[File:2015-05-07 00031.jpg|600px|thumb|none|Iron sights]]&lt;br /&gt;
[[File:2015-05-07 00033.jpg|600px|thumb|none|Opening the loading gate]]&lt;br /&gt;
[[File:2015-05-07 00036.jpg|600px|thumb|none|Loading a round in, note how the player character never seem to remove the spent cartridges with the extractor rod, they just pop out of the chamber on their own and fresh bullets are then loaded. Also note the hammer in fully cocked a.k.a. &amp;quot;ready-to-fire&amp;quot; position, which is not a very safe thing considering the activity in question.]]&lt;br /&gt;
[[File:2015-05-07 00038.jpg|600px|thumb|none|Snapping the loading gate closed, yeah I winced too.]]&lt;br /&gt;
[[File:2015-05-07 00054.jpg|600px|thumb|none|Pistol whipping with the Single Action Army]]&lt;br /&gt;
[[File:2015-05-09 00030.jpg|600px|thumb|none|A Modified &amp;quot;Cavalry&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|350px|thumb|none|Single Action Army with 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips - .45 Long Colt]]&lt;br /&gt;
[[File:PAYDAY2SingleActionArmyArtilleryPreview.jpeg|600px|thumb|none|Right side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00010.jpg|600px|thumb|none|Left side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00057.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00058.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00024.jpg|600px|thumb|none|A Modified &amp;quot;Artillery&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00011.jpg|600px|thumb|none|Right side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00012.jpg|600px|thumb|none|Left side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00066.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00067.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00023.jpg|600px|thumb|none|A Modified &amp;quot;Buntline Special&amp;quot; Single Action Army]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] is unlocked at reputation level 2, and is much more customizable than the starting Glock 17. It is named the &amp;quot;Crosskill&amp;quot; as it was in the first game and has an incorrect 10-round magazine instead of 7 or 8 as in reality, it's Extended Mag modification gives it the model of a Kimber 10-round magazine but it holds 16 rounds. It is one of the seven pistols that can be dual-wielded. It is also seen in the background in several menus.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- holding.jpg|thumb|none|600px|The player holds the Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- aim.jpg|thumb|none|600px|The player aims the Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Lightweight Operator.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Springfield Armory 1911 Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Springfield Armory 1911 Lightweight Operator.]]&lt;br /&gt;
'''Springfield Armory 1911 Lightweight Operator Akimbo'''&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the Akimbo Lightweight Operators.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Akimbo Lightweight Operators.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo Lightweight Operators.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, again known as the &amp;quot;Bronco .44&amp;quot; but now featuring its full-length barrel by default. It holds 6 rounds and is unlocked at reputation level 6, and is massively powerful. As of Update 13, street cops can use this devastating weapon. It is also notably used by the female FBI Agent enemies in the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. The hammer is always shown cocked after every shot despite none of the characters ever cocking the hammer.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- holding.jpg|thumb|none|600px|The player holds the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- aim.jpg|thumb|none|600px|The player aims the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 2.jpg|thumb|none|600px|The player somehow reloads all six rounds at the same time without using a speed-loader.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Taurus Raging Bull.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Taurus Raging Bull.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as a Crimefest community milestone reward, for having 1 million members in the Payday 2 Steam group. It shoots the .410 Bore and holds 5 shells, and is classed by the game as a shotgun, so handgun skills have no effects on it. It is depicted as being ridiculously power, even more so than most of the 12 gauge shotguns, despite it's .410 chambering. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/45 Long Colt]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 1.jpg|thumb|none|600px|Note that the shells are too long and clip through the front of the gun.]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- holding.jpg|thumb|none|600px|The player holds the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- aim.jpg|thumb|none|600px|The player aims the Taurus 4510PLYFS. The hole on the hammer is in fact the keyhole of Taurus' patented Revolver Security System.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Taurus 4510PLYFS.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Taurus 4510PLYFS.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
The [[Walther_PP_Pistol_Series#Walther_PPK|Walther PPK]] is available for purchase with the Armored Transport DLC and is known as the &amp;quot;Gruber Kurz&amp;quot; pistol. It is fairly weak but easy to conceal and incorrectly holds 14 rounds instead of 6 (.380 ACP) or 7 (.32 ACP) rounds. It was the first handgun in the game to be able to use a laser without needing anything in the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- holding.jpg|thumb|none|600px|The player holds the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- aim.jpg|thumb|none|600px|The player aims the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Walther PPK.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Walther PPK.]]&lt;br /&gt;
&lt;br /&gt;
===Walther PP===&lt;br /&gt;
Modifying a Walther PPK with the &amp;quot;Long Slide&amp;quot; turns it into a [[Walther_PP_Pistol_Series#Walther_PP|Walther PP]].&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- holding.jpg|thumb|none|600px|The player holds the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- aim.jpg|thumb|none|600px|The player aims the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 1.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Walther PP.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 1.jpg|thumb|none|600px|A Walther PP with red dot sight and suppressor.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 2.jpg|thumb|none|600px|A Walther PP with red dot sight, tactical light, and IPSC compensator.]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M==&lt;br /&gt;
The [[Mateba Autorevolver|Mateba 2006M]] was added into the game with the Alesso Heist DLC. It's called &amp;quot;Matever .357&amp;quot; in game, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell Stand Alone Complex]].  It's chambered in .357 Magnum and holds a correct 6 rounds.&lt;br /&gt;
[[File:Mateba 2006.jpg|thumb|360px|none|Mateba 2006M - .357 Magnum]]&lt;br /&gt;
[[File:Mateba 2006M PD2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Mateba 2006M ingame PD2.jpg|thumb|none|600px|The Player holding the Mateba 2006M]]&lt;br /&gt;
[[File:Mateba 2006M reload PD2.jpg|thumb|none|600px|Reloading the Mateba. Notice the unusual cylinder placement of the 2006M]]&lt;br /&gt;
&lt;br /&gt;
==IWI Jericho 941 RPL==&lt;br /&gt;
The [[Jericho 941|IWI Jericho 941 RPL]] was be added in the Point Break heists DLC. It's called &amp;quot;Baby Deagle&amp;quot; in game, referencing Magnum Research marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;. Additionally, the Desert Eagle is called &amp;quot;Deagle&amp;quot; in Payday 2. The weapon has the ejection port marked as 9x19 (9 Parabellum), however it has a magazine capacity of 12 rounds, indicating a .40 caliber variant. The standard 9mm variant has a capacity of 15 rounds. Additionally, the Jericho has the silver guide rod of the 941's chambered in .41 AE, if the intention was to have the Jericho chambered in that caliber, it would explain its whooping 150 damage per shot, very close to the Desert Eagle in game. &lt;br /&gt;
The RPL can be modified with the &amp;quot;Spike kit&amp;quot; which makes it resemble the older steel framed [[Jericho 941]], on top of that it can be modified with the &amp;quot;Spike grip&amp;quot; which gives it a very similar appearance as the Jericho 941 R used by Spike Spiegel in [[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]&lt;br /&gt;
[[file:Jericho 941 RPL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame)- 9x19mm]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A Non-firing replica of Spike Spiegel's Jericho 941 by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|The Jericho 941 RPL seen in the Point Break heist trailer, note the threaded extended barrel. It is notably a model with a decocker lever, the character is shown decocking the pistol before holstering it in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|Bohdi (that's right) about to flick the decocker.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his 941 in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The 941 modified to look like the Jericho 941 F with the &amp;quot;Spike kit&amp;quot;]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc1.1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc1.2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike grip&amp;quot; to the former will make it look like Spike Spiegel's 941 R from Cowboy bebop. It is not the exact model as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc2.1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc2.2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Steyr_TMP#Brügger &amp;amp; Thomet MP9|B&amp;amp;T MP9]] appears as the &amp;quot;CMP&amp;quot; and is unlocked at reputation level 19, in reference to the Steyr TMP lookalike in the Nintendo 64 title ''Perfect Dark''. It has an unfortunate niche in the stat rankings where it's not able to muster enough brawn to plug heavier SWAT in single headshots, but isn't quite small enough to pocket for stealth tasks either. What makes it such a hidden gem are the terrific accuracy and stability for its fire rate, which mean that it can put three rounds into a helmet where other SMGs could only place one before jumping off mark. The quick reload, deep ammo pool and agreeable hipfire performance are just further perks.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only crimp is the missing fire selection dial. It'd normally sit near the magazine release in thumb's reach, but this one uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the grip. The &amp;quot;Solid Stock&amp;quot; comes standard in the MP9N-A4 model, the 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The last one in the bunch come along only recently in the Butcher's Mod Pack.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off the night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too fast to use over a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with an optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got their shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is. The sidearms carried by FBI Heavy Response Shields didn't have to conform to that change.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45]] is named the &amp;quot;Swedish K SMG&amp;quot; in game and incorrectly holds 40 rounds in the magazine instead of 36, though it is inaccurate and carries only 80 total rounds. It is available for purchase to anyone who owns the Armored Transport DLC. The in-game weapon is based on the military version of the M/45, as evident by the lack of a fire selector.&lt;br /&gt;
&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- holding.jpg|thumb|none|600px|The player holds the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- aim.jpg|thumb|none|600px|The player aims the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Carl Gustav M/45.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Carl Gustav M/45.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the Jacket Character Pack. It holds a correct 32 rounds and has a after-market vertical foregrip.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 holding.jpg|thumb|none|600px|The player holds the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 aim.jpg|thumb|none|600px|The player aims the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 1.jpg|thumb|none|600px|The player reloads the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 2.jpg|thumb|none|600px|The player reloads the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 mele.jpg|thumb|none|600px|Melee attack of the Cobray M11/9.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 1.jpg|thumb|none|600px|Modified Version of the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 2.jpg|thumb|none|600px|Modified Version of the Cobray M11/9.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN_P90#P90_TR|FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has the highest magazine size of any secondary, but only comes with a total of three mags. If the Long Barrel mod is put on the gun, it will resemble the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|In-game.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:P90 PD2 modified left.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
[[file:P90 PD2 modified right.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used only by some NPCs, namely the GenSec Elite SWAT and the Murkywater PMC enemies. It is unavailable for player use at the present time.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Payday2_GenSecElites.jpg|thumb|none|600px|The  GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP45 misc.jpg|thumb|600px|none|A dropped UMP-45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from Payday: The Heist, again known as the &amp;quot;Compact-5&amp;quot; and still in use by some SWAT units. It is unlocked at reputation level 13 and starts out as an MP5A4 but can be changed, via the combination of different mods, into a MP5A5, MP5/10, MP5SD5, MP5SD6, or MP5KA4. The Cloaker enemy has a MP5/40 with various mods that only they can use, as of update 61 however, it's possible to use the MP5 with 10mm ammo. The actual weapon is not converted into a MP5/10 however, as it lacks the bolt release and the magazines aren't proprietary HK mags.&lt;br /&gt;
[[file:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm.]]&lt;br /&gt;
[[Image:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[file:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm.]]&lt;br /&gt;
[[file:H&amp;amp;K-MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD5 - 9x19mm.]]&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm.]]&lt;br /&gt;
[[file:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A4 - 9x19mm.]]&lt;br /&gt;
[[File:MP5A4 PD2 left.jpg|thumb|none|600px|MP5A4.]]&lt;br /&gt;
[[File:MP5A4 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A5 PD2 left.jpg|thumb|none|600px|MP5A5.]]&lt;br /&gt;
[[File:MP5.10 PD2 left.jpg|thumb|none|600px|MP5/10.]]&lt;br /&gt;
[[File:Payday2_Cloaker%27sMP540.jpg|thumb|none|600px|The unique MP5/40 wielded by the Cloaker enemy. Didn't help him much...]]&lt;br /&gt;
[[File:Payday2_CloakersMP540_3.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5SD5 PD2 left.jpg|thumb|none|600px|MP5SD5.]]&lt;br /&gt;
[[File:MP5SD6 PD2 left.jpg|thumb|none|600px|MP5SD6.]]&lt;br /&gt;
[[File:MP5KA4 PD2 left.jpg|thumb|none|600px|MP5KA4.]]&lt;br /&gt;
[[file:MP5A4 PD2 idle.jpg|thumb|none|600px|Holding the MP5A4.]]&lt;br /&gt;
[[file:MP5A5 PD2 Iron sights.jpg|thumb|none|600px|Iron sights of the MP5A5.]]&lt;br /&gt;
[[file:MP5SD6 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5SD6.]]&lt;br /&gt;
[[file:MP5.10 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5/10.]]&lt;br /&gt;
[[file:MP5KA4 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5KA4. Instead of slapping the bolt it's instead gently pushed down.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[ MP7 | Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;Spec-Ops SMG&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. It comes with its 20-round magazine by default and the Extended Mag mod gives it a 40-round magazine that only holds 32 rounds.&lt;br /&gt;
[[file:MP7A2.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- holding.jpg|thumb|none|600px|The player holds the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- aim.jpg|thumb|none|600px|The player aims the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- mele.jpg|thumb|none|600px|Melee attack of the the MP7A2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Heckler &amp;amp; Koch MP7A2. The player has to pay up in order to extend the stock for some strange reason.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Heckler &amp;amp; Koch MP7A2.]]&lt;br /&gt;
[[file:PD2 MP7A2 reload.jpg|thumb|none|600px|Reloading the MP7A2 with several mods, including it's unique suppressor, extended magazine, laser, and Trijicon sight. The animation has surprisingly remained unchanged unlike most other weapons.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 30 rounds instead of 32 and comes equipped with the distinctive &amp;quot;K&amp;quot; foregrip by default.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|400px|IMI Uzi with buttstock collapsed - 9x19mm]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- holding.jpg|thumb|none|600px|The player holds the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- aim.jpg|thumb|none|600px|The player aims the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- mele.jpg|thumb|none|600px|Melee attack of the the Uzi.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the IMI Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the IMI Uzi.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the Yakuza Character Pack.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Reloading. Note how there is no bullet in the chamber.]]&lt;br /&gt;
[[File:Micro Uzi PD2 left modified.jpg|thumb|none|600px|Modified.]]&lt;br /&gt;
[[File:Micro Uzi PD2 right modified.jpg|thumb|none|600px|Modified.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]], a cheap Double Eagle airsoft one at that, and is unlocked at reputation level 2. It holds an incorrect magazine size of 40 rounds in a short 16-round magazine.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|350px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- holding.jpg|thumb|none|600px|The player holds the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- aim.jpg|thumb|none|600px|The player aims the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- mele.jpg|thumb|none|600px|Melee attack of the MAC-11.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Ingram MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Ingram MAC-11. This is its stock magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz.61 Skorpion==&lt;br /&gt;
The [[Sa. Vz.61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. Its &amp;quot;Extended Magazine&amp;quot; modification is odd, increasing the magazine size from 20 to 40 rounds despite simply being a second magazine clamped to the side of the one in the gun, somehow it feeds from both at the same time.&lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- holding.jpg|thumb|none|600px|The player holds the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- aim.jpg|thumb|none|600px|The player aims the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- mele.jpg|thumb|none|600px|Melee attack of the Vz.61 Skorpion.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Vz.61 Skorpion. Note the clamped together magazines of the &amp;quot;Extended Magazine&amp;quot; modification.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A1==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A1]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling Mk. IV Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- holding.jpg|thumb|none|600px|The player holds the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- aim.jpg|thumb|none|600px|The player aims the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Sterling L2A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 3.jpg|thumb|none|600px|Modified Version of the Sterling L2A1. Note the foregrip based on the E-11 Blasters from [[Star Wars]].]]&lt;br /&gt;
&lt;br /&gt;
===Sterling L34A1===&lt;br /&gt;
The [[Sterling SMG|Sterling L34A1]] is used if the Sterling L2A1 is equipped with the &amp;quot;Suppressed Barrel&amp;quot; modification. Like the Sterling L2A1, it incorrectly holds 20 rounds which can be modified to 30, closer to the correct 34. &lt;br /&gt;
[[file:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|400px|Sterling L34A1 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- holding.jpg|thumb|none|600px|The player holds the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- aim.jpg|thumb|none|600px|The player aims the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Sterling L34A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Sterling L34A1.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928==&lt;br /&gt;
The [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that does not get the fire-mode locking mods.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- holding.jpg|thumb|none|600px|The player holds the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- aim.jpg|thumb|none|600px|The player aims the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Thompson M1928. Note how the charging handle isn't locked back when the reload is started, which in reality would make the &amp;quot;L&amp;quot; drum unable to be removed.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1-reloading 2.jpg|thumb|none|600px|The player reloads the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Thompson M1928.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Thompson M1928.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The [[KRISS Vector]] was added with the Gage Ninja Pack DLC. It's called &amp;quot;Kross Vertex&amp;quot; in-game. It can be modified with a long barrel to make it resemble the Vector CRB, which is the civilian semi-auto only variant. The weapon also has its own unique suppressor. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|KRISS Vector - .45 ACP.]]&lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the actual bolt release isn't pressed, instead the surface underneath is.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines / Assault Rifles / Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5]] family appears as the '''AK5''', all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5B]]. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Cesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;. Decorated here with a yellow laser module and a fancy polymer magazine.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN_FNC#FN_FNC|FN Herstal FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the FN Ak's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M4/M4A1_Carbine#M4.2FM4A1_Carbine|Colt M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up ironsights by default. It is frequently used by law enforcers and holds 30 rounds, without any magazine modifications. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a different location for mounting a laser pointer. As in the first Payday, this weapon is still used by SWAT Snipers, despite there being more appropriate weapon models available, though the FBI Files claims them to be chambered in higher-caliber rounds than the normal weapon&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|Colt M4A1 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Colt M4A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Colt M4A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- holding.jpg|thumb|none|600px|The player holds the M4A1.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- aim.jpg|thumb|none|600px|The player aims the M4A1.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the M4A1.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the M4A1.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the M4A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the M4A1.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the M4A1.]]&lt;br /&gt;
===Z-M LR 300ML===&lt;br /&gt;
The CAR-4 fitted with the &amp;quot;Aftermarket Special&amp;quot; handguard, &amp;quot;Folding Stock&amp;quot; and &amp;quot;Short Barrel&amp;quot; closely impersonates the [[Z-M LR 300|Z-M LR 300ML]], though not completely as the pistol grip remains the M4A1's, the handguard is not a perfect copy, and it still lacks the LR 300's gas block.&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:2015-04-23 00019.jpg|thumb|none|600px|In-game preview of the &amp;quot;Z-M LR 300ML&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16#M16A4_Rifle|Colt M16A4]] with a short barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|Colt M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 Colt M16A4 -hd1- menu 1.jpg|thumb|none|600px|Standard M16A4 with 30-round &amp;quot;Mil-Spec&amp;quot; magazine (though it holds 38 rounds) and the &amp;quot;Long Barrel&amp;quot; mod.]]&lt;br /&gt;
[[File:Payday2 Colt M16A4 -hd1- menu 2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- holding.jpg|thumb|none|600px|The player holds the M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- aim.jpg|thumb|none|600px|The player aims the M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- mele.jpg|thumb|none|600px|Melee attack of the M16A4.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Colt M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Colt M16A4.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the ''AMCAR'', the very first primary weapon. Its damage output is outright miserable compared to every other long arm and little can be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its dismal damage puts the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[Enfield_L85_rifle_series#L85A2|Enfield L85A2]] was added alongside the ''Clover Character Pack'' as the &amp;quot;Queen's Wrath&amp;quot;.  Notably, it is the only select-fire capable primary (and one of three select-fire guns available in the entire game) that does not get the fire-mode locking mods. By default it holds 30 rounds and has a Grippod vertical grip.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|Enfield L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- holding.jpg|thumb|none|600px|The player holds the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- aim.jpg|thumb|none|600px|The player aims the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- mele.jpg|thumb|none|600px|Melee attack of the L85A2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Enfield L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Enfield L85A2.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS#FAMAS_F1|FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; and is unlocked for purchase by buying the Gage Assault Pack DLC. It incorrectly holds 30 rounds instead of 25.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 1.jpg|thumb|none|600px|I]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- holding.jpg|thumb|none|600px|The player holds the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- aim.jpg|thumb|none|600px|The player aims the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the FAMAS F1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the FAMAS F1.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G1===&lt;br /&gt;
The [[FAMAS#FAMAS_G2|FAMAS G1]] is used if the &amp;quot;G2 Grip&amp;quot; is equipped on the FAMAS F1 (Before Update #37, &amp;quot;G2 Grip&amp;quot; was called &amp;quot;Retro Grip&amp;quot; although the FAMAS G1 is newer model of FAMAS F1). Like the FAMAS F1, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[file:FAMAS F2.jpg|thumb|none|500px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 1.jpg|thumb|none|600px|Modified Version of the FAMAS G1.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 2.jpg|thumb|none|600px|Modified Version of the FAMAS G1.]]&lt;br /&gt;
&lt;br /&gt;
==FN  FAL==&lt;br /&gt;
The [[FN_FAL#FN_FAL|FN FAL]] appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. Notably, the FAL was the first weapon to have its accessories linked to DLC achievements rather than random drops. It notably has a DSA railed upper-receiver.  &lt;br /&gt;
[[File:FN_FAL_50_00.jpg|thumb|none|500px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FalconRifle1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_fal_2.jpg|thumb|none|600px|Note the DSA upper-receiver.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:FalconRifle2.jpg|thumb|none|600px|Modified Version of the FN FAL.]]&lt;br /&gt;
[[File:FalconRifle3.jpg|thumb|none|600px|Modified Version of the FN FAL.]]&lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The FAL can become a [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] with the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|500px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:FalconRifle4.jpg|thumb|none|600px|Version of the FN FAL modified into a DSA SA58 OSW.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Romat===&lt;br /&gt;
Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the FAL allows it to impersonate the [[FN_FAL#IMI_Romat|IMI Romat]] (although the FAL rear sight, DSA upper-receiver, and barrel remain the same). &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL.jpg.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL_2.jpg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN_SCAR#FN_SCAR-H|FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Reloading. For some reason the charging handle doesn't lock back, so instead it's pulled to chamber a new round. In the original animation the bolt release was used instead.]]&lt;br /&gt;
[[File:PD2 SCAR-H misc1.jpg|thumb|600px|none|After receiving some buckshot, a former Murkywater PMC drops his SCAR-H. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR-H misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator. Note that the rail extension is for an AR-15 and not the SCAR platform.]]&lt;br /&gt;
[[File:SCAR-H PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; and is available to purchase for owners of the Gage Assault Pack DLC. It holds 20 rounds and has a long reload time, it can be made into a [[PSG-1]] with the correct parts.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_g3_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_g3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36K|Heckler &amp;amp; Koch G36KV]] makes an appearance as the 'JP36', unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy and a deep 180 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this JP is a KV. The proportions are a little off and the barrel is a different length, hinting that it might've been modeled from an airsoft cousin.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination folding-collapsing H&amp;amp;K stock, the fake vent holes on the foregrip texture and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
&lt;br /&gt;
===H&amp;amp;K G36C===&lt;br /&gt;
Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36C|G36C]].&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the Dragan Character Pack DLC, much like the L85A2 was part of Clover's DLC. It is known internally as the &amp;quot;Lion's Roar&amp;quot;, has a high rate of fire and overall good stats, though it has a long reload time and if unmodified, high recoil.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 holding.jpg|thumb|none|600px|The player holds the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 aim.jpg|thumb|none|600px|The player aims the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 1.jpg|thumb|none|600px|The player reloads the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 2.jpg|thumb|none|600px|The player reloads the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 mele.jpg|thumb|none|600px|Melee attack of the VHS-D2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 1.jpg|thumb|none|600px|Modified Version of the HS Produkt VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 2.jpg|thumb|none|600px|Modified Version of the HS Produkt VHS-D2.]]&lt;br /&gt;
===HS Produkt VHS-K2===&lt;br /&gt;
The Lion's Roar becomes the HS Produkt VHS-K2 when equipped with the &amp;quot;Short Barrel&amp;quot;.&lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the Gage Assault Pack DLC. It incorrectly holds 30 rounds instead of 25, a higher than real life ROF, and is shown with an unusable bipod extended&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:Payday2_galil_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galil.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===IMI Galil MAR/Galil 7.62 Hybrid===&lt;br /&gt;
A [[Galil#Galil MAR|IMI Galil MAR/Galil 7.62 Hybrid]] is created if the Galil ARM is equipped with the &amp;quot;CQB Foregrip&amp;quot; and &amp;quot;Skeletal Stock&amp;quot; modification. Like the Galil ARM, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil_m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilmar.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galilmar_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===IMI Galil Sniper Rifle===&lt;br /&gt;
The [[Galil#Galil Sniper Rifle|IMI Galil Sniper Rifle]] is used if the Galil ARM is equipped with the &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; modification. Like the Galil ARM, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilsniper.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galilsniper_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMS==&lt;br /&gt;
The [[AKMS|Izhmash AKMS]] appears as the &amp;quot;AK.762&amp;quot; and is unlocked at reputation level 16. Holds 30 rounds and less total ammunition than the AKS-74. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|Izhmash AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMS previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMS previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS holding.jpg|thumb|none|600px|The player holds the AKMS.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS aim.jpg|thumb|none|600px|The player aims the AKMS.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS reloading 1.jpg|thumb|none|600px|The player reloads the AKMS.]]&lt;br /&gt;
[[file:Payday2IzhmashAKMSreloading2.jpg|thumb|none|600px|The player reloads the AKMS.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS mele.jpg|thumb|none|600px|Melee attack of the AKMS.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Izhmash AKMS variant 1.jpg|thumb|none|600px|Modified Version of the AKMS.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS variant 2.jpg|thumb|none|600px|Modified Version of the AKMS.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMSU==&lt;br /&gt;
A variant on the [[AKMSU|Izhmash AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a secondary weapon, rather than a primary like the other two Kalashnikov rifles.&lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|Izhmash AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMSU previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMSU previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU holding.jpg|thumb|none|600px|The player holds the AKMSU.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU aim.jpg|thumb|none|600px|The player aims the AKMSU.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU reloading 1.jpg|thumb|none|600px|The player reloads the AKMSU in an earlier development of the game.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU reloading 2.jpg|thumb|none|600px|The player charges the AKMSU, again in the previous build.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU mele.jpg|thumb|none|600px|Melee attack of the AKMSU.]]&lt;br /&gt;
[[file:PD2 AKMSU.jpg|thumb|none|600px|Customized AKMSU with several DLC attachments. It could be interpreted as a 74U with the gently sloped 60 round quad stacked magazine.]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Reloading the carbine with the extended magazine.]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|Performing a new rack of the bolt, note Chain's wrist clips the Aimpoint sight that was impersonating a Russian PK series optic.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKS-74==&lt;br /&gt;
The [[AKS-74|Izhmash AKS-74]] is the second primary weapon unlocked, at reputation level 1. It appears simply as the &amp;quot;AK Rifle&amp;quot; and holds 30 rounds. It can become a regular [[AK-74]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|500px|Izhmash AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:Payday2 izhmash AKS-74 previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 izhmash AKS-74 previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 holding.jpg|thumb|none|600px|The player holds the AKS-74.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 aim.jpg|thumb|none|600px|The player aims the AKS-74.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 reloading 1.jpg|thumb|none|600px|The player reloads the AKS-74.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 reloading 2.jpg|thumb|none|600px|The player reloads the AKS-74.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 mele.jpg|thumb|none|600px|Melee attack of the AKS-74.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Izhmash AKS-74 variant 1.jpg|thumb|none|600px|Modified Version of the AKS-74.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKS-74 variant 2.jpg|thumb|none|600px|Modified Version of the AKS-74.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec Sub 2000==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the Sub 2000 appears as the ''Cavity 9mm''. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses.&lt;br /&gt;
[[file:KTSUB2000.jpg|thumb|none|500px|Kel-Tec SUB 2000 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip1.jpg|thumb|none|600px|Flipping open the Sub 2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
&lt;br /&gt;
===Sub 2000 Gen 2===&lt;br /&gt;
Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model.&lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen2 shape. It seems to be an interpretation of a Red Lion Precision rail combo, but instead of concealing the suppressor inside the rails, a short rail was used as a base for an enormous mystery suppressor.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the Sub 2000, viewed against a distant mercenary's upper body. The ring sight doesn't really work in games, either.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[M16_rifle_series#Olympic_Arms_K23B|OA K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[M16_rifle_series#CQB-R / Mk. 18 Mod 0|Mk. 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk. 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reload like this (As of update 65, the AMR-16 has received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==Romanian AIMR==&lt;br /&gt;
Attaching the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the Izhmash AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]] (although the AKMS stock remains the same).&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AIMR.jpg|thumb|none|600px|A presumable AIMR heavily dressed in new furniture with a nice PBS-1 suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2==&lt;br /&gt;
The [[SIG_SG_550#SIG_SG_552|SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It Holds 30 rounds. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown&lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note the empty, translucent magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the magazine is not only full but also has the appropriated amount of ammo in it!]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Reloading. Hitting the bolt release.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SIG 552-2 PD2 modified left.jpg|thumb|none|600px|Modified version. Notice the railed handguard.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M14==&lt;br /&gt;
A [[M14|Springfield Armory M14]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode. The weapon can be modified with a JAE 100 G3 stock or a SAGE EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|Springfield Armory M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|500px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO. A real Mk 14 has a 18&amp;quot; barrel as opposed to the 16&amp;quot; one in-game.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading1.jpg|thumb|none|600px|Reloading. Here the weapon has been modified with a SAGE EBR Chassis to resemble a Mk 14 Mod 0 EBR.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading2.jpg|thumb|none|600px|Reloading. Payday 2 could be one of the first games where the bolt release is used to chamber a new round on an M14-type rifle instead of giving the charging handle a pull.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 right.jpg|thumb|none|600px|Modified Version of the M14 DMR in a SAGE EBR Chassis.]]&lt;br /&gt;
[[file:Payday2 M1A Socom variant 2.jpg|thumb|none|600px|Modified Version of the M14 DMR in a JAE 100 G3 stock.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle still lacks the bolt release of an A3. Oddly, instead of its build-in folding foregrip it has a section of rail added to the hinge and an aftermarket vertical grip attached to said rail.&lt;br /&gt;
&lt;br /&gt;
Upon launch, the rifle can be seen using a Magpul PMAG, which suggests it was not based entirely on an authentic AUG. After the animation update, however, it gains the AUG's proprietary magazine.&lt;br /&gt;
As of update 61,the Raptor polymer body was added as a mod for the weapon, this mod will give the weapon the appearance of the Thales F90.&lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 is a future replacement for the Australian F88 Austeyr - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:AUG A2 PD2 modified left.jpg|thumb|none|600px|Modified Version. Here the weapon has been modified with the Raptor polymer body, making the weapon resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
[[file:AUG A2 PD2 modified right.jpg|thumb|none|600px|Modified Version.]]&lt;br /&gt;
&lt;br /&gt;
==TsNIITochMash AS Val==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It can be modified into the [[VSS Vintorez]] if the &amp;quot;Solid Stock&amp;quot; is applied.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:AS val rightside PD2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 reloading1.jpg|thumb|none|600px|Reloading the AS Val. Note the bullets in the magazine]]&lt;br /&gt;
[[File:AS Val PD2 reloding2.jpg|thumb|none|600px|Reloading. Pulling the charging handle]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. First introduced in the Death Wish Update in the hands of some GenSec Elite SWATs, though with a fixed stock. A player-usable version was finally added in the Gage Shotgun Pack DLC. It holds 8 shells in the tube by default (as opposed to its real life counterpart's 7).&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- holding.jpg|thumb|none|600px|The player holds the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- aim.jpg|thumb|none|600px|The player aims the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Benelli M4.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Benelli M4 Super 90.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Tactical===&lt;br /&gt;
The Benelli M4 Tactical is used if the M1014 is equipped with the &amp;quot;Solid Stock&amp;quot;&lt;br /&gt;
[[File:M4 Tactical.jpg|thumb|none|500px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 NFA===&lt;br /&gt;
The Benelli M4 NFA is used when the M1014 is equipped with the &amp;quot;Short Barrel&amp;quot;.&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 NFA Tactical===&lt;br /&gt;
The Benelli M4 NFA Tactical is used if the M1014 is equipped with the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot;&lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta S3/CZ Redhead Deluxe Hybrid ==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced with the Bonnie Character Update in March 13th appears to be a hybrid of the Beretta S3 O/U and CZ Redhead Deluxe O/U. Named the &amp;quot;Joceline O/U 12G&amp;quot; in-game.&lt;br /&gt;
[[File:Beretta Side Lock Model S3.jpg|thumb|none|500px|Beretta S3 O/U - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading1.jpg|thumb|none|600px|Reloading. Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading. Note the unstuck primers.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Reloading. Two shells, one hand.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified left.jpg|thumb|none|600px|Modified version. The barrels has been sawed-off...]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified right.jpg|thumb|none|600px|..and a fancy shell holder has been put on the stock.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at reputation level 39. Obviously it only holds two shells but is one of the most powerful weapons in the game. It has only two modifications, &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special,&amp;quot; both of which saw down the barrels and stock respectively&lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun holding.jpg|thumb|none|600px|The player holds the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun aim.jpg|thumb|none|600px|The player aims the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 1.jpg|thumb|none|600px|The player reloads the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 2.jpg|thumb|none|600px|The player reloads the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun mele.jpg|thumb|none|600px|Melee attack of the Double Barreled Shotgun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 double barrel variant 1.jpg|thumb|none|600px|Modified Version of the Double Barreled Shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===Sawn-Off Double Barreled Shotgun===&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun|Sawed Off Shotgun]] is used when the Mosconi 12G is modified. The &amp;quot;Road Warrior&amp;quot; barrel saws the barrels down, while the [[The_Wire_-_Season_1#Unknown_Double_Barrel_Shotgun|&amp;quot;Gangsta Special&amp;quot;]] saws off the stock.&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun holding.jpg|thumb|none|600px|The player holds the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun aim.jpg|thumb|none|600px|The player aims the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 1.jpg|thumb|none|600px|The player reloads the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 2.jpg|thumb|none|600px|The player reloads the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun mele.jpg|thumb|none|600px|Melee attack of the Sawn-Off Shotgun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sawed off variant 1.jpg|thumb|none|600px|Sawn-Off Shotgun with stock untouched.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as a new gun added in the Crimefest update (10/26/2014) and is called the &amp;quot;Predator 12G&amp;quot;. It correctly fires in semi auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds an incorrect 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2_SPAS12.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:Payday2_SPAS12_2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash Saiga 12K==&lt;br /&gt;
The [[Saiga 12K|Izhmash Saiga 12K]] appears as the ninth primary weapon, and is shown as being fully-automatic with select fire available. Prior to the Gage Shotgun Pack DLC, it was the only semi-auto shotgun in the game. The model is not based on an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKMS top cover, rather than the smooth cover used on the Saiga which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga 12 style front trunion (lacking the corresponding rivets however). It is called the &amp;quot;IZHMA 12G&amp;quot; and is unlocked at reputation level 26 and holds 7 shells. It is notably used by a Bulldozer variant called the &amp;quot;Killdozer&amp;quot; that wears black armor. His model of Saiga uniquely has an unobtainable solid stock, and before it was removed in a patch, a drum magazine.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Izhmash Saiga 12K - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Izhmash Saiga 12K previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Izhmash Saiga 12K previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K holding.jpg|thumb|none|600px|The player holds the Saiga 12K.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K aim.jpg|thumb|none|600px|The player aims the Saiga 12K.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K reloading 1.jpg|thumb|none|600px|The player reloads the Saiga 12K in the older version of the game.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K reloading 2.jpg|thumb|none|600px|The player reloads the Saiga 12K, formerly with an overhand technique.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K mele.jpg|thumb|none|600px|Melee attack of the Saiga 12K.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga in more recent versions of the game, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard keeping the optic stable.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Notably it is one of the most concealable shotguns in the game and has the highest capacity of any of them. Holds 14 shells and was added in the Gage Shotgun Pack DLC.&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:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12 CQB==&lt;br /&gt;
Added with the release of The Butcher's BBQ Pack was an [[AA-12|MPS AA-12 CQB]] as evident by its short barrel, known internally as the &amp;quot;Steakout 12G&amp;quot;. Comes default with a 8-round box magazine and an entirely fictional semi/auto selective fire capability as all extant AA-12 models are capable of fully automatic fire only. Its in-game rate of fire of 300 matches that of the real weapon.&lt;br /&gt;
Optional enhancements includes a 20-round drum, a long barrel, and custom integral suppressor. When any optics are mounted it gains a railed mount with a useless shell rack on the left side, replacing the whole rear sight.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|The MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:2015-04-22 00009.jpg|thumb|none|600px|In-game preview of the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00010.jpg|thumb|none|600px|Player holding the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00011.jpg|thumb|none|600px|Stock ironsights of the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00013.jpg|thumb|none|600px|Player reloading the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00023.jpg|thumb|none|600px|Melee attack of the AA-12 CQB.]]&lt;br /&gt;
&lt;br /&gt;
===MPS AA-12===&lt;br /&gt;
The &amp;quot;Steakout 12G&amp;quot; becomes a regular AA-12 when fitted with the &amp;quot;Long Barrel&amp;quot; modification.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:2015-04-22 00018.jpg|thumb|none|600px|In-game preview of the the now regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]] is called the &amp;quot;Reinfeld 880&amp;quot; and is unlocked at reputation level 8, it has synthetic furniture instead of wood and it has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami gangsters, and the basic green Bulldozer.&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|500px|Remington Model 870 Field Gun - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Remington 870 previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Remington 870 previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Remington 870 holding.jpg|thumb|none|600px|The player holds the Remington 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 aim.jpg|thumb|none|600px|The player aims the Remington 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 reloading 1.jpg|thumb|none|600px|The player reloads the Remington 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 reloading 2.jpg|thumb|none|600px|The player reloads the Remington 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 mele.jpg|thumb|none|600px|Melee attack of the Remington 870.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Remington Model 870 variant 1.jpg|thumb|none|600px|Modified Version of the Remington Model 870 Field Gun.]]&lt;br /&gt;
[[file:Payday2 Remington Model 870 variant 2.jpg|thumb|none|600px|Modified Version of the Remington Model 870 Field Gun.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at reputation level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. It is overall similar to its full-sized counterpart, but has slightly higher damage and a higher rate of fire but shorter range and lower accuracy.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib and Hogue Tamer pistol grip - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Remington 870 Pistol Grip previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Remington 870 Pistol Grip previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip holding.jpg|thumb|none|600px|The player holds the Short-Barreled 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip aim.jpg|thumb|none|600px|The player aims the Short-Barreled 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip reloading 1.jpg|thumb|none|600px|The player reloads the Short-Barreled 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip reloading 2.jpg|thumb|none|600px|The player reloads the Short-Barreled 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip mele.jpg|thumb|none|600px|Melee attack of the Short-Barreled 870.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Remington Model 870 Short-barreled variant 1.jpg|thumb|none|600px|Modified Version of the Short-Barreled Remington Model 870.]]&lt;br /&gt;
[[file:Payday2 Remington Model 870 Short-barreled variant 2.jpg|thumb|none|600px|Modified Version of the Short-Barreled Remington Model 870.]]&lt;br /&gt;
&lt;br /&gt;
==Sentinel Arms Striker-12==&lt;br /&gt;
The humble fixed-drum [[Armsel Striker and variants#Examples of the Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. In Overkill's usual fashion, it's a mix of all of the different versions mooshed together in a highly educated, equal measure. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|Cobray Street Sweeper - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from Modern Warfare 3.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance level of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms magazine's spring-loaded thumb tab actually used to advance the drum during reloads. The big tube on the end is an exclusive integral suppressor to further drive the gun into fantasy land.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
=Light Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gage Weapon Pack #02&amp;quot; downloadable content pack introduced three light machine guns to the players' arsenal. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and The &amp;quot;Crimefest 2015&amp;quot; introduced the Ksp 58. The weapons can only be hip-fired and are very inaccurate. The bipods cannot be unfolded without the Lion Bipod attachment, introduced during CrimeFest 2015, which greatly stabilizes the weapon but immobilizes the player and restricts its field of fire to a roughly ninety-degree arc.&lt;br /&gt;
&lt;br /&gt;
==FN M249 Para==&lt;br /&gt;
The [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249 Para]] appears as the &amp;quot;KSP&amp;quot; and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|FN M249 SAW Paratrooper version with 200-round ammo drum  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:SAWingame.jpg|thumb|none|600px|In-game.]]&lt;br /&gt;
&lt;br /&gt;
===FN M249-E2 SAW===&lt;br /&gt;
The &amp;quot;Soild Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; attachments can make a M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo drum - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===FN Mk 46 Mod 0===&lt;br /&gt;
The &amp;quot;Railed Foregrip&amp;quot; and &amp;quot;Soild Stock&amp;quot; attachments can make a M249 Para that resembles the [[FN_Minimi#Mk 46 Mod 0|Mk 46 Mod 0]], though the M249 keeps its STANAG mag well.&lt;br /&gt;
[[file:Mk46.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN M240==&lt;br /&gt;
Although it's called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;Crimefest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|FN M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|Carl Gustaf Ksp 58 B  - 7.62x51mm NATO. For comparison]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The &amp;quot;Ksp 58&amp;quot;.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon simply zooms in the perspective like this. This is the case for all Machine guns.]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new ammo box.]]&lt;br /&gt;
[[File:PD2 M240 modified left.jpg|thumb|600px|none|Modified version with &amp;quot;Short Barrel&amp;quot;, bipod, and &amp;quot;Plastic Stock&amp;quot;.]]&lt;br /&gt;
[[File:PD2 M240 modified right.jpg|thumb|600px|none|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. The weapon features the rear sight encountered on the MP5 sub machine gun, rather than the one usually manufactured. Also the weapon lacks a bipod but has a side vertical grip instead. &lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- holding.jpg|thumb|none|600px|The player holds the HK21E.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- aim.jpg|thumb|none|600px|The player aims the HK21E.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the HK21E.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the HK21E.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- mele.jpg|thumb|none|600px|Melee attack of the HK21E.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- variant 1.jpg|thumb|none|600px|Modified version of the Heckler &amp;amp; Koch HK21E.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- variant 2.jpg|thumb|none|600px|Modified version of the Heckler &amp;amp; Koch HK21E.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash RPK==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:Payday2 RPK -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 RPK -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- holding.jpg|thumb|none|600px|The player holds the RPK.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- aim.jpg|thumb|none|600px|The player aims the RPK.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the RPK.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the RPK.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- mele.jpg|thumb|none|600px|Melee attack of the RPK.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 RPK -hd1- variant 1.jpg|thumb|none|600px|Modified version of the RPK.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- variant 2.jpg|thumb|none|600px|Modified version of the RPK.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42#MG42|MG42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It incorrectly holds 150 rounds in a 75-round drum magazine and has the highest rate of fire of the LMGs.&lt;br /&gt;
[[file:MG42 Left.jpg|thumb|500px|none|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|The player holds the MG42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- aim.jpg|thumb|none|600px|The player aims the MG42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MG42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MG42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- mele.jpg|thumb|none|600px|Melee attack of the MG42.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 1.jpg|thumb|none|600px|Modified version of the MG42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 2.jpg|thumb|none|600px|Modified version of the MG42 with a barrel based on the DLT-19 Heavy Blaster Rifle from [[Star Wars]], with was actually made from a [[MG34]].]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' Downloadable Content introduced 3 new weapons in the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a .45 degree off-set iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. An &amp;quot;*&amp;quot; means it is a modified weapon using a &amp;quot;DMR Kit&amp;quot; and is not under the game's definition of a Sniper Rifle. Along with the Point Break heists update, the character Bodhi and a Winchester Model 70 was added for free to all members of the Payday 2 community. &lt;br /&gt;
&lt;br /&gt;
==Barrett M95==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at reputation level 65. It uses a 5 round magazine. Notably, it is the strongest weapon in the entire game upon its release, and the second most powerful one so far, having an astounding damage stat of '''2880''', second only to the RPG-7 included with the OVERKILL Pack, which deals a solid 10000 damage per shot.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:Payday_2_Thanatos_right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday_2_Thanatos_Left.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 LRS2==&lt;br /&gt;
The [[Blaser R93|Blaser R93 LRS2 Precision Sniper Rifle]] appears as the &amp;quot;R93&amp;quot; and is unlocked at reputation level 35. It is featured either with a default polymer or optional wooden body. It uses a 6 round magazine (one more than the real thing). &lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 LRS2 Precision Sniper Rifle - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_R93_Right.jpg|thumb|none|600px|Standard body.]]&lt;br /&gt;
[[File:Payday_2_R93_Left.jpg|thumb|none|600px|Standard body.]]&lt;br /&gt;
[[File:Payday_2_R93_Right_wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_R93_Left_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:R93 PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:R93 PD2 reloading1.jpg|thumb|none|600px|Reloading. How the top most bullet stays in place is a mystery.]]&lt;br /&gt;
[[File:R93 PD2 reloading2.jpg|thumb|none|600px|Reloading. The new magazine is in and a round is chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1*==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] becomes a [[Heckler &amp;amp; Koch PSG-1]] when the &amp;quot;DMR Kit&amp;quot; (giving it a long heavy barrel and a 10-round magazine), &amp;quot;Precision Barrel&amp;quot;, &amp;quot;Precision Grip&amp;quot;, and &amp;quot;Precision Stock&amp;quot; are added, though it still retains the G3A3's ironsights.&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|none|500px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PAYDAY2 PSG-1 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PAYDAY2 PSG-1 left.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M1907 Carbine]] is seen as the &amp;quot;Mosin-Nagant&amp;quot; and is part of the Gage Historical Pack DLC. Unlike the other three sniper rifles of the game, it can use ironsights.&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant Model 1907 Carbine -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant Model 1907 Carbine -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- holding.jpg|thumb|none|600px|The player holds the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- aim.jpg|thumb|none|600px|The player aims the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- mele.jpg|thumb|none|600px|Melee attack of the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant M38 Carbine===&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M38 Carbine]] is seen when the Mosin-Nagant is modified with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M38 Carbine -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M38 Carbine -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant M91/30===&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M91/30]] is seen when the &amp;quot;Mosin-Nagant&amp;quot; is modified with the &amp;quot;Long Barrel&amp;quot; modification.&lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M9130 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M9130 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mosin Nagant M91/30.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mosin Nagant M91/30.]]&lt;br /&gt;
&lt;br /&gt;
==Remington MSR==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at reputation level 15. It is featured either with a default and non-standard wooden body or the optional and proper aluminium alloy body. It uses a 10 round magazine. &lt;br /&gt;
[[File:RemingtonMSR.jpg|thumb|none|500px|Remington MSR - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right.jpg|thumb|none|600px|Tactical Aluminium Alloy body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left.jpg|thumb|none|600px|Tactical Aluminium Alloy body.]]&lt;br /&gt;
[[File:Remington MSR PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt. Here the weapon has been modified with its own unique suppressor. The Suppressor is actually based of the MSR's real world equivalent]]&lt;br /&gt;
[[File:Remington MSR PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine. Note the backup iron sights.]]&lt;br /&gt;
[[File:Remington MSR PD2 reloading2.jpg|thumb|none|600px|Reloading. The new magazine is inserted and the bolt is cycled to chamber the round. Notice the actual bullet in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] was added with the Gage Ninja Pack DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot;. The actual WA 2000 is chambered in .300 Winchester or 7.5x55mm Swiss, so the .308 in the name wrongly suggest the weapon is chambered in .308. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:WA2000 PD2 rightside.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:WA2000 PD2 idle.jpg|thumb|none|600px|The WA 2000 in game.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant it can use, and starts out with, iron sights. It can be modified with a long barrel, suppressed barrel, and a unique magnified scope. However, it can not be customized with modern modifications like lasers and sights besides the one unique to it.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:2015-05-08 00013.jpg|thumb|none|600px|Right side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-08 00014.jpg|thumb|none|600px|Left side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-07 00059.jpg|thumb|none|600px|The Winchester Model 1873 in-game.]]&lt;br /&gt;
[[File:2015-05-07 00061.jpg|thumb|none|600px|Iron-sights.]]&lt;br /&gt;
[[File:2015-05-07 00062.jpg|thumb|none|600px|Loading a round in.]]&lt;br /&gt;
[[File:2015-05-07 00063.jpg|thumb|none|600px|Cocking the lever.]]&lt;br /&gt;
[[File:2015-05-07 00065.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
[[File:2015-05-09 00031.jpg|thumb|none|600px|A modified Winchester Model 1873]]&lt;br /&gt;
[[File:2015-05-09 00032.jpg|thumb|none|600px|Another modified Winchester Model 1873]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] was added along for free with the character Bodhi from the upcoming [http://www.imfdb.org/wiki/Point_Break_%282015%29 Point Break remake]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. &lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty!]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
Unlike the original Payday, the [[M79 Grenade Launcher]] was not included at release, but was added in the Gage Assault Pack. Known as the &amp;quot;GL40&amp;quot; in game, it holds a single grenade in the chamber and the player can carry a maximum of 6 shots at once. Like the M67 it has friendly fire and can easily kill civilians unintentionally. Like its previous incarnation, grenades fired by the M79 in Payday 2 does not have a minimum arming range, and can detonate immediately upon being shot if the player is facing an obstacle.&lt;br /&gt;
The front leaf sight on the M79 model acts as an in-built gadget, and pressing the enable gadget key (default &amp;quot;G&amp;quot;), allows the player to fire grenades at a much higher arc than usual.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|M79 Grenade Launcher, called the GL40 in game.]]&lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the sight flipped up using the same nameless force as with the one in Far Cry 4.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
Added with the release of The Butcher's BBQ Pack DLC was a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]], known internally as the &amp;quot;Piglet&amp;quot; grenade launcher. It has similar damage per shot to the M79 but boasts a wider range of modifications and much larger ammo pool.&lt;br /&gt;
[[Image: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;
[[Image:M32.jpg|thumb|none|600px|In-game preview of the Milkor MGL Mk 1L, or &amp;quot;Piglet&amp;quot; as it is called in-universe.]]&lt;br /&gt;
[[Image:2015-04-22 00001.jpg|thumb|none|600px|Player holding the Milkor MGL Mk 1L in-game.]]&lt;br /&gt;
[[Image:2015-04-22 00002.jpg|thumb|none|600px|Stock &amp;quot;ironsights&amp;quot; of the Milkor MGL Mk 1L.]]&lt;br /&gt;
[[Image:2015-04-22 00003.jpg|thumb|none|600px|Player reloading the Milkor MGL Mk 1L. This becomes the single longest reload process of the entire series should the player fire all six grenades prior to reloading, at an uncomfortably lengthy 15.25 seconds.]]&lt;br /&gt;
[[Image:2015-04-22 00008.jpg|thumb|none|600px|Melee attack of the Milkor MGL Mk 1L.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack DLC, and has the highest damage of any weapon in the game at an astounding 10000, but can only carry 4 rounds at a time. The weapon is unaffected by ammo pickups and can easily incapacitate the user and their whole team if fired recklessly&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The player holds the RPG-7.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|The player aims the RPG-7.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|The player reloads the RPG-7.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|The player cocks the hammer of the RPG-7, a nice touch not done in almost any FPS.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 mele.jpg|thumb|none|600px|Stock attack of the RPG-7.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 variant 1.jpg|thumb|none|600px|Modified Version of the RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 can only be used with the right Technician skills. By default, it is used as tripmines, which can be used to set traps for enemies. The tripmines themselves are unlocked simply by starting to learn Technician skills. The later Shaped Charge skill allows players with it to use their explosives to instead blow up doors and safe doors, potentially saving a lot of time for them and their team. Certain skills also allow them to be toggled into 'Sensor Mode' in which they will not explode, but will mark enemies that pass by. This can be useful in stealth runs. Some C4 packs are also used for certain objectives, and can be used by any player when picked up.&lt;br /&gt;
[[File:Payday2 C4.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
[[File:Payday2 c4 1.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers at times. The Commissar in Hotline Miami also uses one when fought. The same model is also used for the flash bangs that law enforcers love to use all to frequently. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|M18 smoke grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is only usable by players with the first Gage Weapon Pack DLC, unless they buy the Grenade Case for their team during a heist. Grenades have a fairly wide blast radius that can go through walls, and they will stun enemies that aren't killed outright. Players can carry up to three and should be careful, as they can easily cause civilian kills or friendly fire if handled improperly. Notably, it's possible for enemies to shoot the grenades in mid-air, causing immediate detonation. All grenades are shown with the red Overkill bomb logo painted on the side.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:Payday2 granat.jpg|thumb|none|600px|M67 hand grenade in game. Note the Overkill logo.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added to the game in the Gage Historical Pack, and is referred to in game as the &amp;quot;Potato Masher&amp;quot;. Unlike the M67, it is not used as a thrown explosive, but rather as a melee weapon, similar to the Demoman from Team Fortress 2. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:pd2-stick-grenade.jpg|thumb|none|600px|Model 24 Stielhandgranate, called the &amp;quot;Potato Masher&amp;quot; in game.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[GE_M134_Minigun#Hand_Held_M134_Minigun|Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest rate-of-fire of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, having the weapon equipped results in a movement speed penalty. The weapon also appears to have no power source. &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: 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:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun holding.jpg|thumb|none|600px|The player holds the Hand Held Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun aim.jpg|thumb|none|600px|The player aims the Hand Held Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun mele.jpg|thumb|none|600px|Melee attack of the Hand Held Minigun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 1.jpg|thumb|none|600px|Modified Version of the Hand Held M134 Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 2.jpg|thumb|none|600px|Modified Version of the Hand Held M134 Minigun.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5K|Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|Sentry Gun in game.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Payday (disambiguation)]]&lt;br /&gt;
&lt;br /&gt;
[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Payday 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_4&amp;diff=980428</id>
		<title>Battlefield 4</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_4&amp;diff=980428"/>
		<updated>2015-11-20T04:17:08Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Beretta M9 */ had the old 93R mag size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield 4&lt;br /&gt;
|picture=Battlefield 4.jpg&lt;br /&gt;
|caption=''Promotional artwork''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=29 October 2013&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;XBOX One&amp;lt;br&amp;gt;XBOX 360&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
[[file:Battlefield-4China-RisingCover.jpg|thumb|right|300px|''Battlefield 4 - China Rising'' (2013)]]&lt;br /&gt;
[[file:Battlefield-4-Second-Assault-cover.jpg|thumb|right|300px|''Battlefield 4 - Second Assault'' (2014)]]&lt;br /&gt;
[[file:Battlefield-4-naval-strike-cover.jpg|thumb|right|300px|''Battlefield 4 - Naval Strike'' (2014)]]&lt;br /&gt;
[[file:Battlefield-4-dragon-teeath-cover.jpg|thumb|right|300px|''Battlefield 4 - Dragon`s Teeth'' (2014)]]&lt;br /&gt;
&lt;br /&gt;
''Battlefield 4'' is the latest installment in the ''[[Battlefield]]'' series developed by Swedish game developer DICE and published by Electronic Arts. It was announced that those who pre-ordered ''[[Medal of Honor: Warfighter]]'' would be granted early beta access to the game. The game was released on October 29. &lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Handguns are the only class of weapon to be equipped in the secondary slot in multiplayer (with the single exception of the Serbu Shorty 870). They offer a faster transition time than reloading a primary weapon. In an odd departure from ''[[Battlefield 3]]'', magazine-fed handguns all use identical reloading animations. Hammers are in the proper positions for single action firing, if available. Handguns offer relatively high damage (even more so with revolvers) at very short range and low damage at distance. Attachments available include lights, lasers, barrel attachments, and both iron and optical sights. Revolvers may not be suppressed.&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92F/FS|Beretta M9]] returns from ''[[Battlefield 3]]'' and is the second sidearm to be unlocked. It is nearly identical to the P226 in performance aside from a slightly different recoil pattern. The M9 is the United States military designation for the 92FS. When utilizing accessories such as lights and lasers, the [[Beretta 92 pistol series#Beretta M9A1|M9A1]] variant with an integrated rail would be more appropriate. The M9 requires a score of 4000 points earned with pistols to unlock. The in-game model is also used for the three-round burst &amp;quot;93R&amp;quot;, and both versions use the same model, though the 93R has a capacity of 20+1 compared to the M9's 15+1. Beretta M9's are seen holstered on Clayton &amp;quot;Pac&amp;quot; Pakowski and the United States Marine Corps support character's chest holster. Except for other USMC soldiers, who have Glock 17's in various holsters.&lt;br /&gt;
[[file:M9-pistolet.jpg|thumb|none|400px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[file:Bf4 hd M9 menu.jpg|thumb|none|600px|Beretta M9 in game.]]&lt;br /&gt;
[[file:Bf4 hd M9 holding.jpg|thumb|none|600px|The player holds the Beretta M9.]]&lt;br /&gt;
[[file:Bf4 hd M9 aim.jpg|thumb|none|600px|The player aims the Beretta M9. The iron sights are a little small with respect to the size of the slide.]]&lt;br /&gt;
[[file:Bf4 hd M9 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Beretta M9&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd M9 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Beretta M9&amp;quot; from slide lock. A minor animation error is evident here - the slide is not far back enough.]]&lt;br /&gt;
[[file:BF4C M9.jpg|thumb|none|600px|Sgt. Recker finds himself with yet another handgun uncomfortably close to his face, this time a Beretta at the beginning of the Tashgar level.]]&lt;br /&gt;
[[file:BF493R01.jpg|thumb|none|600px|Stock &amp;quot;93R&amp;quot; in the loadout menu. Note that this is a re-used M9 model with the front grip attached.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 40DS==&lt;br /&gt;
The [[Chiappa Rhino]] revolver appears in the DLC Naval Strike, called &amp;quot;SW40&amp;quot;. It is the 4 inch barrel version. The Rhino's visible hammer does not move while firing, which is actually correct, as the gun has an internal hammer and the visible part is simply a lever used to cock the internal hammer, which does not stay back after the internal hammer is cocked, nor does it move while firing (a comparison could be made to an AR-15 or MP5 charging handle, which only move when moved by the user, as they are separate from the bolt).&lt;br /&gt;
[[Image:Chiappa Rhino 4&amp;quot;.jpg|thumb|none|400px|Chiappa Rhino 40DS (4&amp;quot; barrel version)  - .357 Magnum]]&lt;br /&gt;
[[Image:BF4RHINO01.jpg|thumb|none|600px|Stock Chiappa Rhino 40DS in the loadout screen..]]&lt;br /&gt;
[[Image:BF4RHINO02.jpg|thumb|none|600px|The Rhino being held.]]&lt;br /&gt;
[[Image:BF4RHINO03.jpg|thumb|none|600px|The Rhino's iron sight.]]&lt;br /&gt;
[[Image:BF4SW40Reload.jpg|thumb|none|600px|Reloading the Rhino, whether fired or not, the rounds are always rendered as if they have not been fired.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 SP-01 SHADOW==&lt;br /&gt;
The [[CZ 75#CZ 75 SP-01 SHADOW|CZ 75 SP-01 SHADOW]] chambered in .40S&amp;amp;W appears as the &amp;quot;CZ-75&amp;quot; and is an unlockable sidearm in the game, holding 12+1 rounds. It is a factory-custom, competition oriented variant of the popular CZ 75. This pistol requires a score of 45000 points earned with pistols to unlock.&lt;br /&gt;
[[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|400px|CZ 75 SP-01 SHADOW - 9x19mm]]&lt;br /&gt;
[[Image:BF4CZ7501.jpg|thumb|none|600px|Stock CZ 75 in the loadout menu. The engravings on the slide say &amp;quot;Made in Czech Republic&amp;quot;.]]&lt;br /&gt;
[[Image:BF4CZ7502.jpg|thumb|none|600px|CZ 75 being held. Since the Spring 2015 patch, the magazine size has been updated to an accurate 12+1 rounds, evident by the slightly extended baseplate visible in the loadout menu.]]&lt;br /&gt;
[[Image:BF4CZ7503.jpg|thumb|none|600px|CZ 75 iron sight. The fiber optic sights do not have any glow; instead, they are a dull red color.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .44 Magnum appears as the &amp;quot;DEagle 44&amp;quot; in the Dragon's Teeth DLC and holds 8+1 rounds. Fitting the &amp;quot;Compensator&amp;quot; attachment to the weapon will add the factory IWI muzzle brake (referred to in the second image). However, fitting the &amp;quot;muzzle brake&amp;quot; attachment will utilize the same generic brake used on other pistols. This handgun is unlocked with the completion of the &amp;quot;Recoil Kinetics&amp;quot; assignment.&lt;br /&gt;
[[Image:DesertEagle44ModelXIX.jpg|thumb|400px|none|IMI Desert Eagle MK XIX - .44 Magnum]]&lt;br /&gt;
[[File:BCFDE.jpg|thumb|400px|none|Desert Eagle Mk XIX in brushed chrome finish and with a muzzle brake - .50AE]]&lt;br /&gt;
[[Image:BF4DEAGLE01.jpg|thumb|none|600px|Desert Eagle Mark XIX in the customization menu.]]&lt;br /&gt;
[[Image:BF4DEAGLE02.jpg|thumb|none|600px|Desert Eagle Mark XIX being held by the player. Note the modern thumbs-forward grip technique.]]&lt;br /&gt;
[[Image:BF4DEAGLE03.jpg|thumb|none|600px|Desert Eagle Mark XIX iron sight.]]&lt;br /&gt;
[[Image:BF4DEAGLEReload.jpg|thumb|none|600px|Reloading Desert Eagle Mark XIX. The reload animation differs from the other semi-auto handguns - the player releases the slide with his left thumb.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is available in multiplayer as an unlockable sidearm and holds 20+1 rounds. In-game, the Five-seven does slightly less damage than 9x19mm pistols but benefits from having superior accuracy and a large magazine capacity. The Five-seveN requires 28000 points with handguns to unlock.&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|none|400px|FN Five-seveN - FN 5.7x28mm]]&lt;br /&gt;
[[Image:BF45701.jpg|thumb|none|600px|Stock Five-Seven in the loadout menu.]]&lt;br /&gt;
[[Image:BF45702.jpg|thumb|none|600px|Five-Seven being held.]]&lt;br /&gt;
[[Image:BF45703.jpg|thumb|none|600px|Five-Seven iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
On the cover art, as well as other promotional artwork, Recker is seen holding a [[Glock 17]] with a flashlight attached to it. The standard version has the same tan frame as the game's Glock 18. It is only seen in the singleplayer campaign, used by NPCs. Pac wields the Glock 17 as his standard sidearm throughout the campaign (Even though he holstered Beretta M9 in chest holster), Captain Garrison uses one with a black frame in the level &amp;quot;South China Sea&amp;quot;, as well as Agent Kovic in Shanghai. Like the previous game, the black frame model is seen holstered on almost all USMC soldiers, except the support character (Which uses Pac's body model) in multiplayer, They have a holstered Beretta M9 in a chest holster.&lt;br /&gt;
[[file:Glock173rdGen.jpg|thumb|400px|none|Glock 17 3rd Generation - 9x19mm]]&lt;br /&gt;
[[file:Bf4 hd glock 17 2.jpg|thumb|600px|none|Glock 17 in game, pointed at Rucker during a tense evasion of Russian Spetsnaz forces in the &amp;quot;Baku&amp;quot; level.]]&lt;br /&gt;
[[file:BF4C G17.jpg|thumb|600px|none|Recker takes a closer look at Captain Garrison's Glock 17, the only clear appearance of the black frame in game at the end of the South China Sea chapter.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] is the only fully-automatic capable handgun in the game. It features a 1100 round per minute fire rate and a 17+1 round capacity. The Glock requires 23000 points with handguns to unlock. It's worth noting that it's actually a re-use of the G17's model with an 18's selector switch - it features all the cocking serrations, instead of the middle portion being flat where the fire mode markings should be.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|400px|Glock 18C (3rd Generation) - 9x19mm. Note that the one ingame is the non-compensated Glock 18.]]&lt;br /&gt;
[[Image:BF4G1801.jpg|thumb|600px|none|Stock Glock 18 in the loadout menu. The magazine model is set too far up the grip as the baseplate is not visible at all.]]&lt;br /&gt;
[[Image:BF4G1803.jpg|thumb|600px|none|Glock 18 being held.]]&lt;br /&gt;
[[Image:BF4G1802.jpg|thumb|600px|none|Glock 18 iron sight. While the rear sight is the standard factory Glock plastic sight, the front sight is oddly triangular in shape. Another oddity is that the front dot and rear rectangular border on the sights are green instead of white. ]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK45C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK45#Heckler &amp;amp; Koch HK45C|Heckler &amp;amp; Koch HK45C]] is the last sidearm to be unlocked in multiplayer, and is listed as the &amp;quot;Compact 45&amp;quot; presumably for trademark reasons; however, DICE's internal file name for the pistol remains &amp;quot;HK45C&amp;quot;. The model has been brought in from [[Medal of Honor: Warfighter]], It uses the 10-round extended &amp;quot;elephant foot&amp;quot; magazines, and has the threaded barrel of the 45CT. The actual HK45CT has been adopted by United States Naval Special Warfare units in limited numbers as the Mk 24 Mod 0 Combat Assault Pistol. The HK45C is the last handgun unlocked via score in multiplayer, requiring 57000 points with handguns.&lt;br /&gt;
[[Image:H&amp;amp;K HK45C.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK45C with standard 8-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:BF4HK45Reload.jpg|thumb|none|600px|The player reloads the HK45C.]]&lt;br /&gt;
[[Image:BF4C4503.jpg|thumb|none|600px|Stock HK45C in the loadout menu.]]&lt;br /&gt;
[[Image:BF4C4504.jpg|thumb|none|600px|HK45C being held. The modelers forgot to give the HK45C a firing pin.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The [[Marlin Model 1894]] lever action rifle is included in the Spring 2015 Patch and is modernized with rails, a stainless steel finish, a short stock and barrel. Refereed in game as &amp;quot;Mare's Leg&amp;quot;&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|400px|Modern Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
[[Image:Model1892MaresLeg.jpg|thumb|none|400px|Replica Winchester 1892 &amp;quot;Mare's Leg&amp;quot; with standard lever loop and rounded barrel- .44-40. This model also shows off the screw used to do &amp;quot;rapid fire&amp;quot;. This is put in place so the user does not need to pull the trigger. The screw breaks the shots when the action is worked.]]&lt;br /&gt;
[[File:BF4MareLoadout.jpg|thumb|none|600px|Mare's Leg in the loadout menu.]]&lt;br /&gt;
[[File:BF4MareHold.jpg|thumb|none|600px|Mare's Leg being held.]]&lt;br /&gt;
[[File:BF4MareIron.jpg|thumb|none|600px|Mare's Leg iron sight.]]&lt;br /&gt;
[[File:BF4MareLever.jpg|thumb|none|600px|Cycling the Mare's Leg.]]&lt;br /&gt;
[[File:BF4MareReload.jpg|thumb|none|600px|Reloading the Mare's Leg.]]&lt;br /&gt;
&lt;br /&gt;
==Mateba Model 6 Unica==&lt;br /&gt;
The [[Mateba Model 6 Unica]] appears as the &amp;quot;Unica 6&amp;quot; in the Dragon's Teeth DLC. If the Compensator attachment is used, the gun will use its own unique compensator instead of the generic P226 compensator for most other handguns. A 3x scope is also available in addition to the standard selection of sights. It is unlocked with the completion of the &amp;quot;Big Splash&amp;quot; assignment.&lt;br /&gt;
[[Image:Pistol Italian Mateba Unica in .44 Rem. Mag. with muzzle break.jpg|thumb|none|400px|Mateba Model 6 Unica with 5&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:BF4DMateba01.jpg|thumb|none|600px|Mateba Model 6 Unica in the loadout menu.]]&lt;br /&gt;
[[File:BF4DMateba02.jpg|thumb|none|600px|Mateba Model 6 Unica being held.]]&lt;br /&gt;
[[File:BF4DMateba03.jpg|thumb|none|600px|Mateba Model 6 Unica iron sight. Note the tritium amber dots that glow in dark environments.]]&lt;br /&gt;
[[File:BF4MatebaReload.jpg|thumb|none|600px|Reloading the Mateba Model 6 Unica, which ends with a controversial flicking away of the speedloader.]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
During the singleplayer campaign, Dunn gives Recker an [[MP-412 REX]] to shoot the windshield of the car. Rather interestingly, the MP-412 was never put in full production, so its presence in a United States MARSOC unit could only be explained as a war trophy, taken from Russian forces. The REX cannot be unlocked through multiplayer, the player must complete the first mission of the single-player campaign, &amp;quot;Baku&amp;quot;, to unlock it.&lt;br /&gt;
[[file:Mp-412-1.jpg|thumb|400px|none|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[file:BF4REX01.jpg|thumb|none|599px|MP-412 REX in game.]]&lt;br /&gt;
[[file:Bf4 hd MP-412 REX holding.jpg|thumb|none|600px|The player holds the MP-412 REX.]]&lt;br /&gt;
[[file:Bf4 hd MP-412 REX aim.jpg|thumb|none|600px|The player aims to MP-412 REX.]]&lt;br /&gt;
[[file:Bf4 hd MP-412 REX reloading 1.jpg|thumb|none|600px|The player reloads MP-412 REX. Note the correct depiction of the automatic ejection mechanism.]]&lt;br /&gt;
[[file:Bf4 hd MP-412 REX reloading 2.jpg|thumb|none|600px|The player reloads MP-412 REX.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443 Grach==&lt;br /&gt;
The [[Yarygin PYa#MP-443 Grach|MP-443 Grach]] returns from ''[[Battlefield 3]]'' and features one of the higher handgun magazine capacities at 17+1. It is unlocked in multiplayer by earning 13000 points with pistols. Curiously, the MP-443 is not seen holstered on Russian Army soldiers. Instead, they have holstered Chinese Norinco QSZ-92-5.8's.&lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|400px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[file:BF4MP44301.jpg|thumb|none|599px|MP-443 Grach in game.]]&lt;br /&gt;
[[file:BF4MP44302.jpg|thumb|none|599px|The player holds the MP-443 Grach.]]&lt;br /&gt;
[[file:BF4MP44303.jpg|thumb|none|599px|The player aims the MP-443 Grach.]]&lt;br /&gt;
[[file:Bf4 hd mp-443 reloading 1.jpg|thumb|none|599px|The player reloads the MP-443 Grach.]]&lt;br /&gt;
[[file:Bf4 hd mp-443 reloading 2.jpg|thumb|none|599px|The player reloads the MP-443 Grach.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QSZ-92-5.8==&lt;br /&gt;
The [[QSZ-92|Norinco QSZ-92-5.8]] appears in Battlefield 4. The weapon has flip-flopped between 15-round and 20-round magazine capacities, starting with 20 in the beta, 15 in the final release, then patched back to 20 later. In reality, both 15-round and 20-round magazines for the 5.8x21mm rounds are in existence. The QSZ-92 requires 8000 points earned with pistols to unlock. QSZ-92 is correctly holstered all Chinese Army soldiers. but It's also seen holstered in Kimble &amp;quot;Irish&amp;quot; Graves and even Russian Army soldiers holster.&lt;br /&gt;
[[file:11 qsz-92-5 Main.jpg|thumb|400px|none|Norinco QSZ-92-5.8 - 5.8x21mm DAP92]]&lt;br /&gt;
[[file:Bf4 hd QSZ-92-5.8 menu.jpg|thumb|none|600px|Norinco QSZ-92-5.8 in game.]]&lt;br /&gt;
[[file:Bf4 hd QSZ-92-5.8 holding.jpg|thumb|none|600px|The player holds the Norinco QSZ-92-5.8.]]&lt;br /&gt;
[[file:Bf4 hd QSZ-92-5.8 aim.jpg|thumb|none|600px|The player aims to Norinco QSZ-92-5.8.]]&lt;br /&gt;
[[file:Bf4 hd QSZ-92-5.8 reloading 1.jpg|thumb|none|600px|The player reloads Norinco QSZ-92-5.8.]]&lt;br /&gt;
[[file:Bf4 hd QSZ-92-5.8 reloading2.jpg|thumb|none|600px|The player reloads Norinco QSZ-92-5.8.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] is featured in multiplayer as the default sidearm for all classes and factions. The model has been brought in from [[Medal of Honor: Warfighter]]. The P226 was selected for use by the United States Naval Special Warfare Command, and remains in service today worldwide. The P226R added an accessory rail to the frame, though the &amp;quot;R&amp;quot; designation was later dropped. In the game it uses standard 15-round magazines and features a threaded barrel for suppressors. Interestingly, most handguns' &amp;quot;Compensator&amp;quot; attachment was modeled specifically for the P226.&lt;br /&gt;
[[file:P226R.jpg|thumb|400px|none|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
[[file:Bf4 hd SIG-Sauer P226R menu.jpg|thumb|none|600px|SIG-Sauer P226R in game.]]&lt;br /&gt;
[[file:Bf4 hd SIG-Sauer P226R holding.jpg|thumb|none|600px|The player holds the P226R.]]&lt;br /&gt;
[[file:Bf4 hd SIG-Sauer P226R aim.jpg|thumb|none|600px|The player aims the P226R.]]&lt;br /&gt;
[[file:Bf4 hd SIG-Sauer P226R reloading 1.jpg|thumb|none|600px|The player reloads the P226R.]]&lt;br /&gt;
[[file:Bf4 hd SIG-Sauer P226R reloading 2.jpg|thumb|none|600px|The player reloads the P226R.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]], once again listed as the &amp;quot;.44 Magnum&amp;quot;, is available in multiplayer as the second to last sidearm unlocked. It can kill with just two shots in close range. It has a 3x scope available in addition to the standard selection of sights. It requires 51000 points earned with pistols to unlock.&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|400px|none|Taurus Model 44 - .44 Magnum]]&lt;br /&gt;
[[Image:BF4T44Menu.jpg|thumb|none|600px|The Taurus Model 44 in the multiplayer weapon customization menu.]]&lt;br /&gt;
[[Image:BF4T44Hold.jpg|thumb|none|600px|The Taurus Model 44 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4T44Reload.jpg|thumb|none|600px|The player reloads the Taurus Model 44.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Tactical Custom 1911==&lt;br /&gt;
A one-off custom variant of the [[M1911 pistol series|M1911]], made by Larry Vickers of Vickers Tactical specifically for [[Medal of Honor: Warfighter]], replaces the [[M1911 pistol series#M45 / MEU(SOC)|M45 MEU(SOC)]] from ''[[Battlefield 3]]''. Noticeably, the Vickers trademarks are removed, and it now uses a 7-round magazine compared to 8 from the last game. It is one of the later sidearms unlocked in multiplayer, requiring 34000 handgun points. It has a 3x scope available in addition to the standard selection of sights. The M45 MEU(SOC) or the new Colt M45A1 would have been a far more realistic choice as they are actually in service with the United States Marine Corps Special Operations Command.&lt;br /&gt;
&lt;br /&gt;
[[File:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|400px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]]&lt;br /&gt;
[[File:BF4191101.jpg|thumb|none|600px|Stock Vickers Tactical 1911 in the loadout menu.]]&lt;br /&gt;
[[File:BF4191102.jpg|thumb|none|600px|Vickers Tactical 1911 being held.]]&lt;br /&gt;
[[File:BF4191103.jpg|thumb|none|600px|Vickers Tactical 1911 iron sight. Note the slight misalignment of the sights.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Unlike the previous game, SMGs and any other weapons that appeared under the &amp;quot;PDW&amp;quot; category are now exclusive to the Engineer class.  Their once-exclusive carbines are now all-kit weapons. These weapons categorized as PDWs typically offer superior close-range effectiveness - ironic considering the large, vehicle-based maps where engineers excel. Most are chambered in a pistol caliber and come with excellent hip-fire and mobility in game. Attachments available include lights, lasers, barrel attachments, grips, and both iron and optical sights.  Also, all returning SMGs and PDWs from the previous game, where applicable, now come with their high-capacity magazines by default (eg. The MP7 default magazine is its extended 40-rounder, while the Magpul PDR's default magazine is the standard-capacity 30-round PMAG).&lt;br /&gt;
&lt;br /&gt;
==Beretta Mx4 Storm==&lt;br /&gt;
The Beretta Mx4 Storm, the select-fire military variant of the [[Beretta Cx4 Storm|Cx4]] is available in multiplayer. It is listed simply as the &amp;quot;Mx4&amp;quot;. It is the starting weapon of all three factions' Engineer classes.&lt;br /&gt;
[[file:Beretta Mx4 Storm.jpg|thumb|400px|none|Beretta Mx4 Storm - 9x19mm]]&lt;br /&gt;
[[file:Bf4 hd Beretta Mx4 Storm menu.jpg|thumb|none|600px|Beretta Mx4 Storm in game. Note the lack of any muzzle device.]]&lt;br /&gt;
[[Image:BF4MX4Hold.jpg|thumb|none|600px|The Mx4 Storm in the hands of the player.]]&lt;br /&gt;
[[Image:BF4MX4Reload.jpg|thumb|none|600px|The player reloads the Mx4 Storm. Perhaps this operator needs to be retrained on trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 series#CZ Scorpion Evo 3 A1|CZ Scorpion Evo 3 A1]] appears as the &amp;quot;CZ-3A1&amp;quot;, and features the highest rate of fire among the PDWs (and matching the FAMAS). Interestingly, the default iron sights (correct as Evo factory sights) are used as the default iron sights for a number of other weapons in the game. It requires 37000 points earned with PDWs to unlock.&lt;br /&gt;
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|400px|none|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[Image:BF4CZ3Menu.jpg|thumb|600px|none|The CZ Scorpion Evo 3 A1 in the multiplayer weapon customization menu.]]&lt;br /&gt;
[[Image:BF4CZ3Hold.jpg|thumb|none|600px|The CZ Scorpion Evo 3 A1 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4CZ3Reload.jpg|thumb|none|600px|The player reloads the CZ Scorpion Evo 3 A1. Again, a lack of trigger discipline does not inspire confidence.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90#P90 TR|FN P90 TR]] is available in the campaign and unlockable in multiplayer by means of an assignment. Hanna uses this gun as her main weapon in the campaign, it is attached with a Trijicon red dot sight. Unfortunately, the magazine is modeled as opaque instead of the translucent factory magazines - most likely due to the extensive work needed to animate the depleting rounds.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[file:BF4P90Menu.jpg|thumb|none|601px|FN P90 TR in game. The heavy barrel modification installs a much longer barrel, making it resemble the U.S. civilian-legal PS90.]]&lt;br /&gt;
[[file:BF4P90Hold.jpg|thumb|none|601px|The player holds the &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd P90TR aim.jpg|thumb|none|601px|The player aims to &amp;quot;FN P90 TR&amp;quot;. These are the factory CZ Scorpion Evo 3 A1 sights.]]&lt;br /&gt;
[[file:BF4P90Reload.jpg|thumb|none|601px|The player reloads &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd P90TR reloading 2.jpg|thumb|none|601px|The player reloads &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|MP7A1]] is featured in the China Rising DLC. It is unlocked with the completion of the &amp;quot;Make a Dent&amp;quot; assignment. The model has been brought in from [[Medal of Honor: Warfighter]]. As in [[Battlefield 3]], MP7A1 is one of the only weapons that retain both front and rear iron sights when attaching an optic. This time, it comes default with the extended 40-round magazine.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[Image:BF4MP701.jpg|thumb|none|600px|Stock MP7A1 in the loadout menu. Although not visible in this image, the HK logo is still present on the grip.]]&lt;br /&gt;
[[Image:BF4MP702.jpg|thumb|none|600px|MP7A1 being held.]]&lt;br /&gt;
[[Image:BF4MP703.jpg|thumb|none|600px|MP7A1 iron sight, with the flip up apertures not being utilized. Note the misalignment - in real life, the rounds would impact a little low.]]&lt;br /&gt;
[[Image:BF4MP7Reload.jpg|thumb|none|600px|Reloading the MP7A1. The player thumbs the slide release to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP45]] is an available PDW in the game. Unlike [[Battlefield 3]], the front sight assembly is removed when equipped with optics. In real life, this would not be possible without permanently altering the weapon. Unlike its 9mm brother, the UMP45 is present in the unlock tree for PDWs, and does not require the player to complete an assignment. The UMP-45 requires 11000 score with PDWs to acquire.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|400px|none|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:BF4UMP45Menu.jpg|thumb|600px|none|The UMP45 in the multiplayer weapon customization menu. The heavy barrel modification makes the barrel length significantly longer.]]&lt;br /&gt;
[[Image:BF4UMP45Hold.jpg|thumb|none|600px|The UMP45 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4UMP45Reload.jpg|thumb|none|600px|The player reloads the UMP45. On a reload from empty, the player now utilizes the bolt release on the receiver. Finger on the trigger seems to be a recurring theme with the engineer class...]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP9==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP9]] is an unlockable PDW in the game, through the &amp;quot;Engineer Expert&amp;quot; assignment. As with the UMP45, the front sight assembly is removed when equipped with optics, which would permanently alter the weapon.&lt;br /&gt;
[[Image:Hk ump9.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP9 - 9x19mm]]&lt;br /&gt;
[[Image:BF4UMP9Menu.jpg|thumb|none|600px|The UMP9 in the multiplayer weapon customization menu. The heavy barrel modification makes the barrel length significantly longer.]]&lt;br /&gt;
[[Image:BF4UMP9Hold.jpg|thumb|none|600px|The UMP9 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4UMP9Reload.jpg|thumb|none|600px|The player reloads the UMP9. On a reload from empty, the player now utilizes the bolt release on the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==Jian She Type-05==&lt;br /&gt;
The [[QCW-05#Jian She Type-05|Jian She Type-05]] appears in-game as the last PDW unlocked. Following the Spring 2015 update, the caliber chambering was updated from 5.8x21mm (50+1 rounds) to 9x19mm (30+1 rounds), ending the caliber confusion with the QCQ-05. It is the final unlocked weapon in the PDW set, requiring a PDW score of 48000.&lt;br /&gt;
[[Image:JS05.jpg|thumb|none|400px|Jian She Type-05 - 9x19mm]]&lt;br /&gt;
[[Image:BF4JS2Menu.jpg|thumb|none|600px|The Type-05 in the multiplayer weapon customization menu.]]&lt;br /&gt;
[[Image:BF4JS2Hold.jpg|thumb|none|600px|The Type-05 in the hands of the player. Note the 50-round capacity shown here is now a correct 30 rounds.]]&lt;br /&gt;
[[Image:BF4JS2Reload.jpg|thumb|none|600px|The magazine release is the small, round button just above and behind the magwell, in the recessed part of the receiver. However, it's modeled flush, as if always being pressed, making it look like a pin.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] is available in multiplayer. This time around, it has a 44-round magazine by default. It is an unlockable PDW requiring 4000 points earned with PDWs.&lt;br /&gt;
[[Image:Pp-2000 1.jpg|thumb|400px|none|PP-2000 - 9x19mm]]&lt;br /&gt;
[[file:Bf4 hd PP-2000 menu.jpg|thumb|none|600px|PP-2000 in game. Light and laser attachments use a custom mount fitted underneath the foregrip.]]&lt;br /&gt;
[[Image:BF4PP2000Hold.jpg|thumb|none|600px|The PP-2000 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4PP2000Reload.jpg|thumb|none|600px|The player reloads the PP-2000.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics CBJ-MS==&lt;br /&gt;
The [[Saab Bofors Dynamics CBJ-MS]] appears in-game as an unlockable PDW. It has the highest muzzle velocity in its class, due to its unique 6.5x25mm round. The weapon model shows a 100-round drum magazine, but it actually only holds 50+1 rounds in-game, most likely for balancing purposes. It requires 19000 PDW points to unlock.&lt;br /&gt;
[[Image:CBJ-MS.jpg|thumb|none|400px|Saab Bofors Dynamics CBJ-MS - 6.5x25mm CBJ-MS]]&lt;br /&gt;
[[Image:BF4CBJMSMenu.jpg|thumb|none|600px|A CBJ-MS in the multiplayer weapon customization menu.]]&lt;br /&gt;
[[Image:BF4 CBJMS 01.jpg|thumb|none|600px|The CBJ-MS in the &amp;quot;Levolution&amp;quot; trailer, seen in the hands of an Engineer player as he traps an unlucky enemy player in a traincar with a hand grenade.]]&lt;br /&gt;
[[Image:BF4 CBJMS 02.jpg|thumb|none|600px|Having successfully dispatched his foe, the Engineer reloads his CBJ-MS. On empty, the player pulls the charging handle and then rides it forward by pushing it back in.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in the Dragon's Teeth DLC, and is chambered in .40 S&amp;amp;W and in the standard 6.5&amp;quot; barrel configuration. It features a magazine capacity of 30+1. Interestingly, the MPX is the most recently developed firearm in the game, released by SIG-Sauer in 2014, some time after the original game was released. It is unlocked via the &amp;quot;Not the Weakest Link&amp;quot; assignment.&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX - 9x19mm]]&lt;br /&gt;
[[File:BF4MPX01.jpg|thumb|none|600px|Stock SIG-Sauer MPX in the loadout menu. Note the modified SIG logo on the receiver and selector switch set to auto.]]&lt;br /&gt;
[[File:BF4MPX02.jpg|thumb|none|600px|SIG-Sauer MPX being held.]]&lt;br /&gt;
[[File:BF4MPX03.jpg|thumb|none|600px|SIG-Sauer MPX iron sight. These are the factory CZ Scorpion Evo 3 A1 sights common throughout the PDW class.]]&lt;br /&gt;
[[File:BF4MPXReload.jpg|thumb|none|600px|The player reloads the SIG-Sauer MPX. On empty, the player utilizes the bolt release on the receiver to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
== TsNIITochMash SR-2M Veresk ==&lt;br /&gt;
The [[VSS Vintorez#SR-2 Veresk|TsNIITochMash SR-2M Veresk]] appears as the &amp;quot;SR-2&amp;quot; in the Naval Strike DLC, requiring the completion of the &amp;quot;Packing a Punch&amp;quot; assignment to acquire it.&lt;br /&gt;
[[Image:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[Image:BF4SR201.jpg|thumb|none|600px|Stock &amp;quot;SR-2&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BF4SR202.jpg|thumb|none|600px|&amp;quot;SR-2&amp;quot; being held.]]&lt;br /&gt;
[[Image:BF4SR203.jpg|thumb|none|600px|&amp;quot;SR-2&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BF4SR2Reload.jpg|thumb|none|600px|&amp;quot;SR-2&amp;quot; reloading. When reloading from empty, one can visibly see the safety lever incorrectly in the safe (up) position.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns in Battlefield 4 are equipped in the primary weapon slot with the exception of the Serbu Super Shorty (a secondary), M26 MASS (a gadget), and the USAS-12 (a battle pickup). The game features pump-action, semi-automatic, and fully-automatic (USAS-12 only) shotguns fed from either a tube or detachable magazine. Unique to this weapon category, the player may choose from a variety of ammunition types - buckshot, flechette, slug, and explosive frag rounds. In addition to optics, lights, lasers, and grips, the player may equip muzzle devices such as chokes, brakes, and compensators. Shotguns may not be suppressed in the game. With the exception of the M26 MASS, all shotguns are available to any class.&lt;br /&gt;
&lt;br /&gt;
==Benelli M1==&lt;br /&gt;
A [[Benelli M Series Super 90 Shotguns|Benelli M1]] with a fixed stock and top rail incorrectly replaces the the proper [[Benelli M4|Benelli M4]] with a collapsible stock from BF3 as the &amp;quot;M1014&amp;quot;. It appears identical to the one in [[Medal of Honor (2010) |Medal of Honor 2010]]'s singleplayer. It does average damage per shot when compared to the other shotguns, but this is balanced with a very high rate of fire and fast reload time. The Benelli M1 requires 11000 score with shotguns to unlock.&lt;br /&gt;
[[Image:Bena2.jpg|thumb|none|400px|Benelli M1 in similar configuration to the one seen in-game - 12 Gauge]]&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|400px|Actual M1014 for comparison - 12 Gauge]]&lt;br /&gt;
[[Image:BF4M101401.jpg‎|thumb|none|600px|Stock Benelli M1 in loadout menu.]]&lt;br /&gt;
[[Image:BF4M101402.jpg‎|thumb|none|600px|Benelli M1 being held.]]&lt;br /&gt;
[[Image:BF4M101403.jpg‎|thumb|none|600px|Benelli M1 iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray Street Sweeper==&lt;br /&gt;
The [[Armsel_Striker_and_variants#SWD.2FCobray_Street_Sweeper|SWD/Cobray Street Sweeper]], called &amp;quot;DAO-12&amp;quot; in the game, is an unlockable shotgun in the Second Strike DLC. The reloading animation differs (more realistically) from the Battlefield 3 DAO-12 in that the player will manually turn the key in front of the drum after inserting each shell.&lt;br /&gt;
[[Image:CobrayStreetSweeper.jpg|thumb|none|400px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 Gauge]]&lt;br /&gt;
[[Image:BF4DAO1201.jpg|thumb|none|600px|Stock &amp;quot;DAO-12&amp;quot; in the loadout menu. Lights and lasers are awkwardly attached directly to the underside of the barrel.]]&lt;br /&gt;
[[Image:BF4DAO1202.jpg|thumb|none|600px|&amp;quot;DAO-12&amp;quot; being held.]]&lt;br /&gt;
[[Image:BF4DAO1203.jpg|thumb|none|600px|&amp;quot;DAO-12&amp;quot; iron sight. Note that these were borrowed from the CZ Scorpion Evo 3.]]&lt;br /&gt;
[[Image:BF4DAO1205.jpg|thumb|none|600px|The player inserts a shell into the drum...]]&lt;br /&gt;
[[Image:BF4DAO1204.jpg|thumb|none|600px|... and then turns the key in front of the drum.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[USAS-12 Shotgun|Daewoo USAS-12]] appears in the game as a battle pickup and is the only fully automatic shotgun. It usually is configured with an EOTech sight and ergo grip, though a FLIR 2x sight with angled foregrip version is present on some maps. It will always be equipped with the &amp;quot;Laser Light Combo&amp;quot; (AN/PEQ-15) and frag rounds. In singleplayer, however, another variant loaded with slugs and equipped with the Prismatic 3.4x scope can be unlocked in the &amp;quot;South China Sea&amp;quot; level after scoring 10000 points. It holds 10+1 rounds from a box magazine, and appears to have the standard carrying handle permanently removed for a rail.&lt;br /&gt;
[[Image:USAS12.jpg|thumb|none|400px|Daewoo USAS-12 - 12 Gauge]]&lt;br /&gt;
[[Image:BF4USAS12Hold.jpg|thumb|none|600px|The USAS-12 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4C USAS-12.jpg|thumb|none|600px|The unique slug firing USAS-12 in the single-player campaign, unlocked from scoring 10,000 points in the South China Sea chapter.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;DBV-12&amp;quot;==&lt;br /&gt;
The DBV-12 (an [[AK-12]] modified to fire shotgun shells, like the the original AK's [[Saiga 12]]) is the last unlockable shotgun in multiplayer. Although supposed to represent the AK-12/76 shotgun variant, it does not have the deeper magwell of the real AK-12/76; it features that of a standard AK-12 instead. It requires 59000 points earned with shotguns and is the last weapon in the shotgun list.&lt;br /&gt;
[[File:AK-12 shotgun.jpg|thumb|none|400px|The AK-12/76 Shotgun variant - 12 Gauge]]&lt;br /&gt;
[[Image:BF4 DBV12 01.jpg|thumb|none|600px|The DBV-12 in the &amp;quot;Paracel Storm&amp;quot; trailer, fitted with an EOTech sight.]] &lt;br /&gt;
[[Image:BF4DBV12Hold.jpg|thumb|none|600px|The DBV-12 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4DBV12Reload.jpg|thumb|none|600px|The player reloads the DBV-12. On a reload from empty, the player uses the underhand charging technique with the left hand.]]&lt;br /&gt;
[[Image:BF4 DBV12 04.jpg|thumb|none|600px|Stock DBV-12 in the loadout menu. Note the selector switch correctly set to semi.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] has been seen in multiple public multiplayer events. It operates only in pump-action mode, just like in the ''Bad Company'' series and ''Battlefield 3''. In-game the weapon holds 9 (8+1) rounds and requires a score of 37000 with shotguns.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 - 12 Gauge]]&lt;br /&gt;
[[Image:BF4SPAS1201.jpg|thumb|none|600px|Stock SPAS-12 in the loadout menu. The iron sights are removed whenever an optic is attached, and lights and lasers are awkwardly attached directly on the bottom of the magazine tube.]]&lt;br /&gt;
[[Image:BF4SPAS1202.jpg|thumb|none|600px| SPAS-12 being held.]]&lt;br /&gt;
[[Image:BF4SPAS1203.jpg|thumb|none|600px|SPAS-12 iron sight.]]&lt;br /&gt;
[[Image:BF4C SPAS-12 no irons.jpg|thumb|none|600px|The SPAS-12 located inside a MV-22 Osprey in the USS ''Valkyrie'''s hangar lacks iron sights in the campaign, found in the South China Sea level.]]&lt;br /&gt;
[[Image:BF4C SPAS-12 ads.jpg|thumb|none|600px|The lack of sights didn't get in the way of Recker stopping the PLAN boarding party, however. The bug fixes itself once the player interacts with any weapon crates.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk 97-2==&lt;br /&gt;
The [[Hawk shotgun series#Hawk 97-2 (Hawk Pump Tactical)|Hawk 97-2 shotgun]] appears as the &amp;quot;Hawk 12G&amp;quot;. It is the most powerful of the pump action shotguns but with the largest spread and pellet count at 14 pellets. It requires a shotgun score of 19000. [[Image:Hawkpump.jpg|thumb|none|400px|Hawk Pump Tactical Shotgun - 12 Gauge]]&lt;br /&gt;
[[Image:BF4Hawk.jpg|thumb|none|600px|The Hawk 97-2 in the hands of the player in the E3 multiplayer trailer.]]&lt;br /&gt;
[[Image:BF4HAWKHold.jpg|thumb|none|600px|The Hawk 97-2 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4HAWKReload.jpg|thumb|none|600px|The player reloads the Hawk 97-2. During an empty reload, the magazine is swapped first before the spent shell is pumped out from the chamber.&lt;br /&gt;
]]&lt;br /&gt;
[[Image:BF4 Hawk 03.jpg|thumb|none|600px|Stock Hawk 97-2 in the loadout menu. Lights and lasers are awkwardly attached directly to the underside of the barrel.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The [[M26 Modular Accessory Shotgun System]] is once again an unlockable shotgun &amp;quot;gadget&amp;quot; exclusive to the Assault class. It can be used standalone or attached to certain assault rifles. As with the previous game, multiple ammunition types are available, obtained through the Assault Kits level progression. When equipped by itself it is outfitted with a Trijicon reflex sight. &lt;br /&gt;
[[Image:M26 MASS 5 round.jpg|thumb|400px|none|M26 Modular Accessory Shotgun System - 12 Gauge]]&lt;br /&gt;
[[Image:BF4MASSReload.jpg|thumb|none|600px|The M26 MASS can here be seen mounted on an HK416 that is being reloaded. The animation is glitched as the mag is out of the player's hand.]]&lt;br /&gt;
[[Image:BF4MASSFire.jpg|thumb|none|600px|The player fires the M26 MASS, mounted on an HK416.]]&lt;br /&gt;
[[Image:BF4 M26 MASS 03.jpg|thumb|none|600px|M26 MASS attached to a HK416 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4 M26 MASS 04.jpg|thumb|none|600px|M26 MASS held stand-alone.]]&lt;br /&gt;
&lt;br /&gt;
==QBS-09==&lt;br /&gt;
The [[QBS-09]] is the default shotgun available once shotguns are unlocked through progression of the Support class. It is the most powerful semi-automatic shotgun in the game at present, offsetting its rather low 5+1 round capacity. It requires 16000 score with the Support kit to unlock.&lt;br /&gt;
[[Image:Qbs-09.jpg|thumb|400px|none|QBS-09 - 18.4mm(12 Gauge)]]&lt;br /&gt;
[[file:Bf4 hd QBS-09 menu.jpg|thumb|none|600px|QBS-09 in game. The front sight assembly is removed when an optic is attached.]]&lt;br /&gt;
[[Image:BF4 QBS 09 02.jpg|thumb|600px|none|QBS-09 being held.]]&lt;br /&gt;
[[Image:BF4 QBS 09 03.jpg|thumb|600px|none|QBS-09 iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington Model 870|Remington 870 MCS]] returns and now holds 7+1 rounds, indicating an 18&amp;quot; barrel and +3 magazine tube extension. It is an unlockable weapon requiring 4000 shotgun score. It is the most balanced of the Pump Action shotguns with no significant faults.&lt;br /&gt;
[[Image:Remington 870MCS.jpg|thumb|400px|none|Remington 870 MCS - 12 Gauge]]&lt;br /&gt;
[[Image:BF4 870 MCS 01.jpg|thumb|600px|none|Stock Remington 870 MCS in the loadout menu. Strangely, lights and lasers are affixed to the bottom of the barrel/magazine tube clamp, instead of the real MCS's side rail.]]&lt;br /&gt;
[[Image:BF4 870 MCS 02.jpg|thumb|600px|none|Remington 870 MCS being held.]]&lt;br /&gt;
[[Image:BF4 870 MCS 03.jpg|thumb|600px|none|Stock Remington 870 MCS rifle sights mounted on the barrel. Most standard Remington 870s come with only a bead sight at the end of the barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
Recker uses a [[Izhmash Saiga series shotgun#Saiga 12|Saiga-12K]] in the &amp;quot;Angry Sea&amp;quot; trailer. It fires in semi-automatic mode and uses an 8-round detachable box magazine. The Saiga requires a score of 28000 points earned with shotguns to unlock.&lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 Gauge]]&lt;br /&gt;
[[Image:BF4S1202.jpg|thumb|600px|none|Stock Saiga-12K in the loadout menu.]]&lt;br /&gt;
[[Image:BF4SAIGAHold.jpg|thumb|600px|none|The player holds a Saiga-12K.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
A [[Remington 870]]-based [[Serbu Super Shorty]] appears in ''BF4''. It has an intergrated accessory rail, and can mount a Trijicon RMR or Leupold DeltaPoint sight in addition to a ghost ring iron sight setup borrowed from the handguns. It cannot be aimed unless equipped with a sight accessory, and can only use buckshot rounds. It has a correct 2+1 capacity. It is called the &amp;quot;Shorty 12G&amp;quot; in-game, and is available in multiplayer as a secondary. Although unlocked with 18000 pistol score, it contributes points towards the other shotguns rather than the rest of the handguns.&lt;br /&gt;
[[file:Super Shorty (870).jpg|thumb|400px|none|Serbu Super Shorty (Remington 870) - 12 Gauge]]&lt;br /&gt;
[[file:Bf4 hd Serbu Super Shorty menu.jpg|thumb|none|600px|Serbu Super Shorty in game.]]&lt;br /&gt;
[[file:Bf4 hd Serbu Super Shorty holding.jpg|thumb|none|600px|The player holds the &amp;quot;Serbu Super Shorty&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd Serbu Super Shorty reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Serbu Super Shorty&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd Serbu Super Shorty reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Serbu Super Shorty&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==UTAS UTS-15==&lt;br /&gt;
The [[UTAS UTS-15]] appears in multiplayer. It is the weakest in terms of the primary pump action shotguns but has the highest capacity and the most range and tightest spread by default. It requires 48000 shotgun score to unlock.&lt;br /&gt;
[[Image:UTAS UTS-15.jpg|thumb|none|400px|UTAS UTS-15 - 12 Gauge]]&lt;br /&gt;
[[Image:BF4 UTS15 01.jpg|thumb|none|600px|The UTS-15 in the &amp;quot;Levolution&amp;quot; trailer, with a night vision optic and canted ironsights.]]&lt;br /&gt;
[[Image:BF4UTS15Menu.jpg|thumb|none|600px|The UTS-15 in the multiplayer weapon customization menu.]]&lt;br /&gt;
[[Image:BF4UTS15Hold.jpg|thumb|none|600px|The UTS-15 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4UTS15ReloadLeft.jpg|thumb|none|600px|The player reloads the left magazine tube ...]]&lt;br /&gt;
[[Image:BF4UTS15ReloadRight.jpg|thumb|none|600px|... and then the right one, apparently opening and closing the dust cover every time.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
This category generally spans the in-game weapon classes of assault rifles, designated marksmen rifles, and carbines. Assault rifles are exclusive to the Assault class, while carbines and DMRs are an all-kit weapon. DMRs feature higher damage and range but are semi-auto only, limiting their close-range effectiveness. The entire selection of attachments and close to medium-range optics are available to equip, and some assault rifles can directly mount an M320 or an M26 MASS.&lt;br /&gt;
&lt;br /&gt;
==5.56A-91==&lt;br /&gt;
The [[5.56A-91]] returns in multiplayer as a carbine. It once again has the incorrect designation of &amp;quot;A-91&amp;quot;, but this time around, it seems to also be incorrectly chambered in 5.45x39mm, possibly indicating a fictional future variant. It requires 28000 carbine score to unlock.&lt;br /&gt;
[[Image:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4A9101.jpg|thumb|none|600px|Stock A-91 with Hexagon Naval paint in the loadout menu. The integral 40mm grenade launcher is removed.]]&lt;br /&gt;
[[Image:BF4A9102.jpg|thumb|none|600px|A-91 being held.]]&lt;br /&gt;
[[Image:BF4A9103.jpg|thumb|none|600px|A-91 iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==AEK-971==&lt;br /&gt;
The [[AEK rifle series#AEK-971|AEK-971]] is an available pick-up unlockable in singleplayer and is never actually seen in enemy hands. In multiplayer, it features a high rate of fire but is harder to control than most other rifles. It requires a score of 28000 points earned with assault rifles to unlock.&lt;br /&gt;
[[file:Aek971 545.jpg|thumb|none|401px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[file:Bf4 hd AEK-971 menu.jpg|thumb|none|600px|AEK-971 in game.]]&lt;br /&gt;
[[file:Bf4 hd AEK-971 holding.jpg|thumb|none|600px|The player holds the AEK-971.]]&lt;br /&gt;
[[file:Bf4 hd AEK-971 aim.jpg|thumb|none|600px|The player aims the AEK-971.]]&lt;br /&gt;
[[file:Bf4 hd AEK-971 reloading 1.jpg|thumb|none|600px|The player reloads the AEK-971.]]&lt;br /&gt;
[[file:Bf4 hd AEK-971 reloading 2.jpg|thumb|none|600px|The player reloads the AEK-971.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12==&lt;br /&gt;
The [[AK-12|AK-12]] is available in the game as the starting assault rifle for all factions. It appears to replace the AK-74M from ''Battlefield 3''. The AK-12 has a similar ability to the AN-94 from previous Battlefield games - selecting burst fire will allow the weapon to fire a two-round burst at 750 RPM instead of its default 650 RPM. &lt;br /&gt;
[[file:Ak-12.jpg|thumb|none|400px|AK-12 - 5.45x39mm]]&lt;br /&gt;
[[file:Bf4 hd AK12 menu.jpg|thumb|none|600px|AK-12 in game.]]&lt;br /&gt;
[[file:Bf4 hd AK12 holding.jpg|thumb|none|600px|The player holds the AK-12.]]&lt;br /&gt;
[[file:Bf4 hd AK12 aim.jpg|thumb|none|600px|The player aims the AK-12.]]&lt;br /&gt;
[[file:Bf4 hd AK12 reloading 1.jpg|thumb|none|600px|The player reloads AK-12.]]&lt;br /&gt;
[[file:Bf4 hd AK12 reloading 2.jpg|thumb|none|600px|The player reloads AK-12. Despite the ambidextrous charging handle, the player uses the underhand reload technique to charge it from the right side.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12U==&lt;br /&gt;
The AK-12U, a carbine version of the [[AK-12]] with a shortened gas system and barrel also appears in the game, and has stats similar to the Ak 5C, but with a slightly slower rate of fire. It is referred to as &amp;quot;AKU-12&amp;quot; in-game, and requires 19000 carbine score to unlock.&lt;br /&gt;
[[File:AK-12U.jpg|thumb|none|400px|AK-12U - 5.45x39mm]]&lt;br /&gt;
[[File:Bf4 hd ak-12u menu.jpg|thumb|none|600px|AK-12U in game.]]&lt;br /&gt;
[[Image:BF4AKU12Hold.jpg|thumb|none|600px|The AK-12U in the hands of the player.]]&lt;br /&gt;
[[Image:BF4AKU12Reload.jpg|thumb|none|600px|The player reloads the AK-12U. Despite the ambidextrous charging handle, the player uses the underhand reload technique to charge it from the right side.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] debuts in the Spring 2015 Patch. The burst fire is set to 1000 rounds per minutes and when it's on fully automatic mode, the first 2 shots does not fire at burst speed, unlike in the previous game. &lt;br /&gt;
[[file:An94-1.jpg|thumb|none|400px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[file:BF4AN94Loadout.jpg|thumb|none|600px|AN-94 in the load-out menu.]]&lt;br /&gt;
[[file:BF4AN94Hold.jpg|thumb|none|600px|The player holds the AN-94.]]&lt;br /&gt;
[[file:BF4AN94Iron.jpg|thumb|none|600px|The player aims the AN-94.]]&lt;br /&gt;
[[file:BF4AN94rReload.jpg|thumb|none|600px|The player reloads the AN-94.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears as a PDW in the Second Assault DLC and is accessible only to Engineers. It is integrally suppressed, so no other barrel attachments are available. It is unlocked via the &amp;quot;Co-pilot&amp;quot; assignment, and is also the only returning PDW to not use its high-capacity magazine, instead making do with its standard-capcity 20-round mag. It is erroneously depicted with an optional three-round burst mode, a feature that the real AS Val does not have.&lt;br /&gt;
[[Image:As val1.jpg|thumb|none|400px|AS Val - 9x39mm]]&lt;br /&gt;
[[Image:BF4ASVAL01.jpg|thumb|none|600px|Stock AS Val in the loadout menu. When attaching lights, lasers, or grips, a custom mount clamped to the barrel is used.]]&lt;br /&gt;
[[Image:BF4ASVAL02.jpg|thumb|none|600px|AS Val being held.]]&lt;br /&gt;
[[Image:BF4ASVAL03.jpg|thumb|none|600px|AS Val iron sight. Note the green tritium dots that glow in dark environments.]]&lt;br /&gt;
[[Image:BF4ASVALReload.jpg|thumb|none|600px|Reloading the AS Val. The player uses the new magazine to engage the mag release lever, which drops the old magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta ARX-160==&lt;br /&gt;
The [[Beretta ARX-160]] appears in the Naval Strike DLC as the &amp;quot;AR-160&amp;quot; assault rifle, holding 30+1 rounds.'''The glitched weapon model is much smaller in size compared to other weapons, though not noticeable in first person (if no attachments are equipped) due to scaling.''' It requires the completion of the &amp;quot;Spare Time Sniper&amp;quot; assignment.&lt;br /&gt;
[[image:BerettaARX160.jpg|thumb|none|400px|Beretta ARX-160 - 5.56x45mm]]&lt;br /&gt;
[[Image:BF4NSARX.jpg|thumb|none|600px|The Assault on the back of the hovercraft fires an ARX-160 fitted with an ACOG and Magpul AFG, note how the soldier is gripping the magazine instead of the actual grip.]]&lt;br /&gt;
[[image:BF4AR16002.jpg|thumb|none|600px|Stock ARX-160.]]&lt;br /&gt;
[[image:BF4AR16003.jpg|thumb|none|600px|ARX-160 being held.]]&lt;br /&gt;
[[image:BF4AR16004.jpg|thumb|none|600px|ARX-160 iron sight.]]&lt;br /&gt;
[[image:BF4ARX160Reload.jpg|thumb|none|600px|Reloading the ARX-160. On a reload from empty, the player ignores the more efficient bolt release in the trigger guard and simply pulls on the charging handle.]]&lt;br /&gt;
[[image:BF4AR16005.jpg|thumb|none|600px|A teensy weensy wifle... and a CZ 805 BREN for scale.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5C==&lt;br /&gt;
The [[FN FNC#Bofors Ak 5 / AK 5C / AK5D|Bofors Ak 5C]] is seen during the &amp;quot;Angry Sea&amp;quot; singleplayer gameplay reveal, and during the Siege of Shanghai multiplayer footage. The model has been brought in from [[Medal of Honor: Warfighter]]. It is the default starting carbine for all factions, once unlocked through progression of the Engineer class. The Ak 5C is regarded as an excellent all-around carbine with a good rate of fire, controllability, and accuracy. It requires a score of 15000 Engineer points to unlock.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|400px|Ak 5C - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd AK-5C menu.jpg|thumb|none|600px|Bofors Ak 5C in game.]]&lt;br /&gt;
[[file:Bf4 hd AK-5C holding.jpg|thumb|none|600px|The player holds the Ak 5C.]]&lt;br /&gt;
[[file:Bf4 hd AK-5C aim.jpg|thumb|none|600px|The player aims the Ak 5C.]]&lt;br /&gt;
[[file:Bf4 hd AK-5C reloading 1.jpg|thumb|none|600px|The player reloads the Ak 5C.]]&lt;br /&gt;
[[file:Bf4 hd AK-5C reloading 2.jpg|thumb|none|600px|The player reloads the Ak 5C. On an empty reload, the player depresses the bolt release on the side of the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster/Remington ACR==&lt;br /&gt;
The [[Bushmaster ACR#Bushmaster ACR|Bushmaster ACR]] with the 14.5&amp;quot; barrel returns from ''Battlefield 3'' as the &amp;quot;ACW-R&amp;quot; carbine, but this time it's chambered in 5.56x45mm NATO with a full 30 rounds. It appears to have an upper receiver group reminiscent of the government-only Remington ACR with a civilian Bushmaster lower fitted with a fixed stock. The ACR is the first carbine unlocked after the Ak 5C, requiring 4000 carbine score. &lt;br /&gt;
[[file:Bushmasteracrentry.jpg|thumb|none|400px|Bushmaster ACR (civilian legal) - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd ACR menu.jpg|thumb|none|600px|The ACR in game. Note the Remington-style railed forend and AAC Blackout flash hider.]]&lt;br /&gt;
[[file:Bf4 hd ACR holding.jpg|thumb|none|600px|The player holds the ACR.]]&lt;br /&gt;
[[file:Bf4 hd ACR aim.jpg|thumb|none|600px|The player aims the ACR.]]&lt;br /&gt;
[[file:Bf4 hd ACR reloading 1.jpg|thumb|none|600px|The player reloads the Bushmaster ACR.]]&lt;br /&gt;
[[File:Bf4 hd ACR reloading 2.jpg|thumb|none|600px|The player reloads the Bushmaster ACR. On a reload from empty, the player character uses the right side of the bolt release with his trigger finger, unlike Battlefield 3.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4 MWS==&lt;br /&gt;
The [[M16 rifle series#M16A4 Rifle|Colt M16A4 MWS]] returns with less wear but without its full-auto M16A3 counterpart. In initial gameplay footage, Recker is seen using an M16A4 in the campaign level &amp;quot;Baku&amp;quot;; in the final game, Recker's starting rifle is the [[FN SCAR#FN SCAR-H|FN SCAR-H]]. You unlock the M16A4 with 59,000 assault rifle points in multiplayer.&lt;br /&gt;
[[file:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|400px|none|Colt M16A4 MWS (Modular Weapon System) with KAC M5 railed handguards, AN/PEQ-2 IR designator, KAC RIS foregrip, and Trijicon TA01 4x32 ACOG scope - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd Colt M16A4 menu.jpg|thumb|none|600px|Colt M16A4 MWS in game. Note the selector switch set to semi and the Hogue pistol grip.]]&lt;br /&gt;
[[file:Bf4 hd Colt M16A4 holding.jpg|thumb|none|600px|The player holds the M16A4.]]&lt;br /&gt;
[[file:Bf4 hd Colt M16A4 aim.jpg|thumb|none|600px|The player aims the M16A4. The sight is set to the small-aperture ring but incorrectly has a large-aperture opening.]]&lt;br /&gt;
[[file:Bf4 hd Colt M16A4 reloading 1.jpg|thumb|none|600px|The player reloads the M16A4.]]&lt;br /&gt;
[[file:Bf4 hd Colt M16A4 reloading 2.jpg|thumb|none|600px|The player reloads the M16A4.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4 Carbine==&lt;br /&gt;
Pac uses an [[M16_rifle_series#M4.2FM4A1_Carbine|M4A1]] in initial gameplay footage, firing in full auto. In the final game, however, only the M4 is available, firing in semi-automatic and 3-round bursts with no automatic option. It features some modifications such as a Hogue pistol grip and a VLTOR retractable stock. You unlock the M4 via 59,000 carbine points.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|Colt M4A1 Carbine with M68 optic and Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]]&lt;br /&gt;
[[Image:BF4Pac01.jpg|thumb|600px|none|Pac firing off the M4A1.]]&lt;br /&gt;
[[Image:BF4M401.jpg|thumb|600px|none|Stock M4 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4M402.jpg|thumb|600px|none|M4 being held.]]&lt;br /&gt;
[[Image:BF4M403.jpg|thumb|600px|none|M4 iron sight. Like the M16A4, the sight is set to the small-aperture ring but incorrectly has a large-aperture opening.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A1==&lt;br /&gt;
The [[CZ 805 BREN|CZ 805 BREN A1]] appears in the standard A1-length configuration. It holds 30+1 rounds and is the last assault rifle to be unlocked, requiring 71000 assault rifle score.&lt;br /&gt;
[[file:CZ805bren-a1.jpg|thumb|400px|none|CZ 805 BREN A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd Bren 805 menu.jpg|thumb|none|600px|CZ 805 BREN A1 in game, note the HK steel magazine, indicating that a STANAG magazine housing was installed.]]&lt;br /&gt;
[[file:Bf4 hd Bren 805 holding.jpg|thumb|none|600px|The player holds the CZ 805 BREN A1.]]&lt;br /&gt;
[[file:Bf4 hd Bren 805 aim.jpg|thumb|none|600px|The player aims the CZ 805 BREN A1.]]&lt;br /&gt;
[[file:Bf4 hd Bren 805 reloading 1.jpg|thumb|none|600px|The player reloads the CZ 805 BREN A1.]]&lt;br /&gt;
[[file:Bf4 hd Bren 805 reloading 2.jpg|thumb|none|600px|The player reloads the CZ 805 BREN A1.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[Enfield L85 rifle series|L85A2]] is included in the China Rising DLC pack. This version features updates like a Daniel Defense RIS and holds 30+1 rounds. It requires the completion of the &amp;quot;Open Fire&amp;quot; assignment to unlock.&lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|400px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[Image:BF4L8501.jpg|thumb|none|600px|The L85A2 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4L8502.jpg|thumb|none|600px|L85A2 being held.]]&lt;br /&gt;
[[Image:BF4L8503.jpg|thumb|none|600px|L85A2 iron sight.]]&lt;br /&gt;
[[Image:BF4L85A2Reload.jpg|thumb|none|600px|Reloading the L85A2. On an empty reload, the player reaches over to charge the weapon, then taps the charging handle to make sure it's fully seated.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Surbaissé==&lt;br /&gt;
The [[FAMAS#FAMAS FELIN|FAMAS Surbaissé]] is an available assault rifle in the game, requiring 37,000 Assault Rifle score to unlock. It features the highest rate of fire (1000 RPM) for any rifle, but is balanced by its 25-round straight magazine and high recoil. The factory integral bipod can be equipped, though its practical usefulness is questionable.&lt;br /&gt;
[[Image:Famas-felin.jpg|thumb|none|400px|FAMAS Surbaissé with infrared scope - 5.56x45mm]]&lt;br /&gt;
[[file:Bf4 hd famas menu.jpg|thumb|none|600px|FAMAS Surbaissé in game.]]&lt;br /&gt;
[[file:Bf4 hd famas holding.jpg|thumb|none|600px|The player holds the FAMAS Surbaissé.]]&lt;br /&gt;
[[file:Bf4 hd famas aim.jpg|thumb|none|600px|The player aims to FAMAS Surbaissé.]]&lt;br /&gt;
[[file:Bf4 hd famas reloading 1.jpg|thumb|none|600px|The player reloads the FAMAS Surbaissé.]]&lt;br /&gt;
[[file:Bf4 hd famas reloading 2.jpg|thumb|none|600px|The player reloads the FAMAS Surbaissé.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000]] is an unlockable gun from the Second Assault DLC. This time around you can equip the factory 1.6x optic shroud on the rails as an alternative to the backup iron sights after unlocking the weapon via the &amp;quot;Express Train&amp;quot; assignment&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|400px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4F200001.jpg|thumb|none|600px|Stock F2000 with 1.6x magnification sight in the loadout menu.]]&lt;br /&gt;
[[Image:BF4F200002.jpg|thumb|none|600px|F2000 with 1.6x magnification sight being held.]]&lt;br /&gt;
[[Image:BF4F200003.jpg|thumb|none|600px|F2000 zoomed in on the 1.6x magnification sight.]]&lt;br /&gt;
[[Image:BF4F200004.jpg|thumb|none|600px|F2000 with backup iron sights being held.]]&lt;br /&gt;
[[Image:BF4F200005.jpg|thumb|none|600px|F2000 backup iron sights.]]&lt;br /&gt;
[[Image:BF4F2000Reload.jpg|thumb|none|600px|Reloading the F2000. The player uses the &amp;quot;HK-slap&amp;quot; technique for a reload from empty.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H]] appears as two versions - an assault rifle version and a longer-barreled designated marksman rifle version, called the &amp;quot;SCAR-H SV&amp;quot; in-game. In United States Special Operations Command it is type designated as the MK17 MOD0. The model has been updated from [[Battlefield 3]], brought in from [[Medal of Honor: Warfighter]], and is a more accurate representation of the current generation SCAR-H. The version for the Assault kit is unlocked with 4000 assault rifle points while the DMR version requires 82000 DMR points.&lt;br /&gt;
[[file:FN SCAR-H STD.jpg|thumb|none|400px|FN SCAR-H (16&amp;quot; barrel) - 7.62x51mm NATO]]&lt;br /&gt;
[[file:SCAR-H Long Barrel.jpg|thumb|none|400px|FN SCAR-H (20&amp;quot; barrel) - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Bf4 hd scar-h menu.jpg|thumb|none|600px|Stock SCAR-H assault rifle in the loadout menu. Note the selector switch set to auto.]]&lt;br /&gt;
[[file:Bf4 hd scar-h holding.jpg|thumb|none|600px|The player holds the SCAR-H.]]&lt;br /&gt;
[[file:Bf4 hd scar-h aim.jpg|thumb|none|600px|The player aims the FN SCAR-H.]]&lt;br /&gt;
[[file:Bf4 hd scar-h reloading 1.jpg|thumb|none|600px|The player reloads FN SCAR-H.]]&lt;br /&gt;
[[file:Bf4 hd scar-h reloading 2.jpg|thumb|none|600px|The player reloads FN SCAR-H. Note the charging handle locked back, in its correct position just an inch forward of the complete rearward position.]]&lt;br /&gt;
[[file:BF4SCARHSV01.jpg|thumb|none|600px|Stock &amp;quot;SCAR-H SV&amp;quot; DMR in the loadout menu. The front sight is clipping through the rail extension, which is a Daniel Defense RIS II (compatible only with AR-15s) somehow mounted backwards, to include the mounting plate! However, attaching any optic removes the front sight, at least alleviating the clipping issue. Also note the selector switch set to semi.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36#Heckler &amp;amp; Koch G36C|Heckler &amp;amp; Koch G36C]] is an ultra-compact carbine variant of the [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36]]. The model has been updated from [[Battlefield 3]], brought in from [[Medal of Honor: Warfighter]]. It features a low rate of fire but good accuracy and controllability. It holds 30+1 rounds and requires a carbine score of 48000 to unlock.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4 G36C 01.jpg|thumb|none|600px|The G36C in the hands of the player. Note the absence of the front sight due to having an EOTech sight equipped.]]&lt;br /&gt;
[[Image:BF4G36C02.jpg|thumb|none|600px|Stock G36C in the loadout menu. Note the selector switch set to safe.]]&lt;br /&gt;
[[Image:BF4G36C03.jpg|thumb|none|600px|G36C being held.]]&lt;br /&gt;
[[Image:BF4G36C04.jpg|thumb|none|600px|G36C iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK rifle series#Heckler &amp;amp; Koch HK416|Heckler &amp;amp; Koch HK416]] returns from [[Battlefield 3]] and now has a longer 14.5&amp;quot; barrel and current-gen HK buttstock and grip. The new model, brought over from [[Medal of Honor: Warfighter]], is a far more accurate representation of current HK416 iterations. It is still called the &amp;quot;M416&amp;quot;, presumably to avoid trademark issues. It requires an assault rifle score of 11000 to unlock.&lt;br /&gt;
[[file:HK416 current.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:BF4HK416Menu.jpg|thumb|none|599px|Heckler &amp;amp; Koch HK416 in game. If viewed from the right side, the ejection port cover is incorrectly suspended in a half-open position.]]&lt;br /&gt;
[[file:BF4HK416Hold.jpg|thumb|none|599px|The player holds the HK416.]]&lt;br /&gt;
[[file:Bf4 hd HK416 aim.jpg|thumb|none|599px|The player aims the Heckler &amp;amp; Koch HK416. Note the HK-style drum sights, no longer used on current HK416s.]]&lt;br /&gt;
[[file:Bf4 hd HK416 reloading 1.jpg|thumb|none|599px|The player reloads the Heckler &amp;amp; Koch HK416.]]&lt;br /&gt;
[[file:BF4HK416Reload.jpg|thumb|none|599px|The player reloads the Heckler &amp;amp; Koch HK416. Note the selector switch set to auto.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE 21==&lt;br /&gt;
The [[Galil#Galil_ACE|IMI Galil ACE 21]] appears as the &amp;quot;ACE 21 CQB&amp;quot; and is classified as a carbine. It is the shorter-barreled variant of the ACE 23, and also holds 35+1 rounds. It requires a carbine score of 71000 to unlock.&lt;br /&gt;
[[Image:Galil ACE 21.jpg|thumb|none|400px|IMI Galil ACE 21 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4 ACE21 01.jpg|thumb|none|600px|The ACE 21 as seen in the &amp;quot;Paracel Storm&amp;quot; trailer.]]&lt;br /&gt;
[[Image:BF4ACE21Hold.jpg|thumb|none|600px|The ACE 21 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4ACE21Reload.jpg|thumb|none|600px|The player reloads the ACE 21. Unfortunately, a STANAG AR-15 magazine is used as evidenced by the magazine catch cutout. Galil ACE magazines are secured via the top of the magazine spine by rocking it in, like the Kalashnikov series of rifles.]]&lt;br /&gt;
[[Image:BF4ACE2104.jpg|thumb|none|600px|Stock ACE 21 CQB in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE 23==&lt;br /&gt;
The [[Galil#Galil_ACE|IMI Galil ACE 23]] appears as an assault rifle. It has a capacity of 35+1 rounds and is unlocked by completing the &amp;quot;Assault Expert&amp;quot; assignment.&lt;br /&gt;
[[file:IMI Galil ACE 23.jpg|thumb|none|400px|IMI Galil ACE 23 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd IMI Galil ACE 23 menu.jpg|thumb|none|600px|IMI Galil ACE 23 in game. Unfortunately, a STANAG AR-15 magazine is used as evidenced by the magazine catch cutout. Galil ACE magazines are secured via the top of the magazine spine by rocking it in, like the Kalashnikov series of rifles.]]&lt;br /&gt;
[[file:Bf4 hd IMI Galil ACE 23 holding.jpg|thumb|none|600px|The player holds the Galil ACE 23.]]&lt;br /&gt;
[[file:Bf4 hd IMI Galil ACE 23 aim.jpg|thumb|none|600px|The player aims the Galil ACE 23.]]&lt;br /&gt;
[[file:Bf4 hd IMI Galil ACE 23 reloading 1.jpg|thumb|none|600px|The player reloads the Galil ACE 23.]]&lt;br /&gt;
[[file:Bf4 hd IMI Galil ACE 23 reloading 2.jpg|thumb|none|600px|The player reloads the Galil ACE 23.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE 52==&lt;br /&gt;
The [[Galil#Galil_ACE|IMI Galil Ace 52]] appears as the &amp;quot;ACE 52 CQB&amp;quot; and is classified as a carbine. It is the most powerful of the carbines on a per shot basis, due to its 7.62x51mm NATO rounds but with the smallest capacity at 25+1. It requires a carbine score of 37000 to unlock.&lt;br /&gt;
[[Image:IMI Galil ACE 52.jpg|thumb|none|400px|IMI Galil ACE 52 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4ACE52Hold.jpg|thumb|none|600px|The ACE 52 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4ACE52Reload.jpg|thumb|none|600px|The player reloads the ACE 52.]]&lt;br /&gt;
[[Image:BF4ACE5203.jpg|thumb|none|600px|Stock &amp;quot;ACE 52 CQB&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE 53==&lt;br /&gt;
The [[Galil#Galil_ACE|IMI Galil Ace 53]] appears as the &amp;quot;ACE 53 SV&amp;quot; and is classified as a designated marksman rifle, firing in semi-auto only. Of the DMRs, it features the highest magazine capacity of 25+1. It requires a DMR score of 65000.&lt;br /&gt;
[[Image:Galil ACE 53.jpg|thumb|none|400px|IMI Galil ACE 53 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4ACE5301.jpg|thumb|none|600px|Stock &amp;quot;ACE 53 SV&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BF4ACE5302.jpg|thumb|none|600px|&amp;quot;ACE 53 SV&amp;quot; being held.]]&lt;br /&gt;
[[Image:BF4ACE5303.jpg|thumb|none|600px|&amp;quot;ACE 53 SV&amp;quot; iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95/MTAR-21==&lt;br /&gt;
The IWI [[Tavor TAR-21 rifle series|X95]] is a weapon that is included in the China Rising DLC and classified as a carbine. It is also known as the MTAR-21, and is referred to as such in the game. This variant fires 5.56x45mm NATO rounds and comes with the non-flattop standard configuration with a 13-inch barrel. It is the latest evolution of the Tavor series of rifles. It has a capacity of 30+1 rounds and requires the completion of the &amp;quot;Multi Talent&amp;quot; assignment to unlock.&lt;br /&gt;
&lt;br /&gt;
[[Image:IWI X95 5.45x39.jpg|thumb|none|400px|IWI X95R with 13-inch barrel and tan body - 5.45x39mm]]&lt;br /&gt;
[[Image:BF4MTAR01.jpg|thumb|none|600px|Stock X95 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4MTAR02.jpg|thumb|none|600px|X95 being held.]]&lt;br /&gt;
[[Image:BF4MTAR03.jpg|thumb|none|600px|X95 iron sight.]]&lt;br /&gt;
[[Image:BF4MTARReload.jpg|thumb|none|600px|Reloading the X95 from empty. A nice animation touch shows the handle sliding back a little with nothing to hold it in place, until the bolt is released, locking it back in the forward position - often mistakenly reported as a bug.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec RFB Target==&lt;br /&gt;
The 32&amp;quot; barreled Target variant of the [[Kel-Tec RFB]] is available as a DMR in multiplayer. A Daniel Defense RIS II, compatible only with the AR-15 platform, is erroneously mounted in front of the handguard. It is the first unlockable DMR in the game, being available once reaching 13000 points with the Recon kit.&lt;br /&gt;
[[Image:RFB-32.jpg|thumb|none|400px|Kel-Tec RFB Target - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Bf4 hd Kel-Tec RFB Target menu.jpg|thumb|none|600px|Kel-Tec RFB Target in game.]]&lt;br /&gt;
[[Image:BF4RFB02.jpg|thumb|none|600px|The RFB being held.]]&lt;br /&gt;
[[Image:BF4RFB03.jpg|thumb|none|600px|The RFB iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==M59/66 SKS==&lt;br /&gt;
The Yugoslavian M59/66 variant of the [[SKS rifle]] returns from ''Battlefield 3'' as a designated marksman rifle. The spigot-type grenade launcher muzzle differentiates the M59/66 from other SKS variants. The integral bayonet has been removed and has also been modified to accept detachable box magazines, holding 20 rounds in game. The original wood furniture is replaced with a modern synthetic one with a retractable AR-15 stock system. It requires a DMR score of 11000.&lt;br /&gt;
[[Image:Sks tapco stock.jpg|thumb|none|400px|Yugoslavian M59/66 SKS with Tapco furniture - 7.62x39mm]]&lt;br /&gt;
[[Image:BF4SKS01.jpg|thumb|none|600px|Stock SKS in the loadout menu. Evident here is the grenade launcher muzzle device (a function not utilized in the game).]]&lt;br /&gt;
[[Image:BF4SKS02.jpg|thumb|none|600px|SKS being held.]]&lt;br /&gt;
[[Image:BF4SKS03.jpg|thumb|none|600px|SKS iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul_PDR#Magpul_PDR-C|Magpul PDR-C]] returns from ''Battlefield 3'', this time as an Engineer-only PDW. The Magpul PDR series was only intended as a design study and never made it past the development stage. Perhaps the game assumes its production in the near future. Unlike most PDW style weapons, it is chambered in the NATO standard 5.56x45mm round with forward ejection, and a utilizes a 12&amp;quot; barrel. It requires a score of 28000 with PDWs to unlock.&lt;br /&gt;
[[Image:MagpulpdrC.jpg|thumb|none|400px|Magpul PDR-C concept with optics removed and 20-round polymer magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4PDWR01.jpg|thumb|none|600px|The PDR-C in the multiplayer weapons customization menu. The 30-round polymer magazine is reminiscent of the Magpul EMAG.]]&lt;br /&gt;
[[Image:BF4PDRHold.jpg|thumb|none|600px|The PDR-C in the hands of the player.]]&lt;br /&gt;
[[Image:BF4PDRReload1.jpg|thumb|none|600px|The player reloads the PDR-C.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-95-1/QBB-95 Hybrid==&lt;br /&gt;
The so called &amp;quot;QBZ-95-1&amp;quot; in Battlefield 4 is actually an [[Norinco QB rifle series#Norinco QBB-95|Norinco QBB-95]] using 30-round magazines, lacking the new foregrip design and featuring the fire-selector on the stock, not above the grip like a real QBZ-95-1. It is unlocked by completing the &amp;quot;To Valhalla&amp;quot; campaign assignment. There is also a short-barreled version of this hybrid called the &amp;quot;Type 95B-1&amp;quot;, and is the last carbine unlocked, requiring 83000 carbine score.&lt;br /&gt;
[[File:QBB95.jpg|thumb|none|400px|Norinco QBB-95 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|400px|A real Norinco QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[file:Bf4 hd QBZ-95-1 menu.jpg|thumb|none|600px|QBZ-95-1/QBB-95 hybrid in game.]]&lt;br /&gt;
[[file:Bf4 hd QBZ-95-1 holding.jpg|thumb|none|600px|The player holds the QBZ-95-1/QBB-95 hybrid.]]&lt;br /&gt;
[[file:Bf4 hd QBZ-95-1 aim.jpg|thumb|none|600px|The player aims the QBZ-95-1/QBB-95 hybrid.]]&lt;br /&gt;
[[file:Bf4 hd QBZ-95-1 reloading 1.jpg|thumb|none|600px|The player reloads the QBZ-95-1/QBB-95 hybrid.]]&lt;br /&gt;
[[file:Bf4 hd QBZ-95-1 reloading 2.jpg|thumb|none|600px|The player reloads the QBZ-95-1/QBB-95 hybrid.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
The [[OTs-14 Groza]] in included in the Spring 2015 Patch as a PDW called Groza-4 for the Engineer. It has a suppressor permanently attached. the 7.62x39 version of the gun is listed as a carbine name Groza-1.&lt;br /&gt;
[[file:OTs-14-4A-03.jpg|thumb|400px|none|OTs-14-4A-03 Groza - 9x39mm]]&lt;br /&gt;
[[file:BF4GROZA4Loadout.jpg|thumb|none|601px|Groza-4 in the load-out menu.]]&lt;br /&gt;
[[file:BF4GROZA4Hold.jpg|thumb|none|601px|The player holds the Groza-4.]]&lt;br /&gt;
[[file:BF4GROZA4Iron.jpg|thumb|none|601px|The player aims the Groza-4.]]&lt;br /&gt;
[[file:BF4GROZA4Reload.jpg|thumb|none|601px|The player reloads Groza-4.]]&lt;br /&gt;
[[file:BF4GROZA1Loadout.jpg|thumb|none|601px|Groza-1 in the load-out menu.]]&lt;br /&gt;
[[file:BF4GROZA1Hold.jpg|thumb|none|601px|The player holds the Groza-4.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 550|SIG SG 553]] returns from [[Battlefield 3]] as an unlockable carbine. It requires a carbine score of 11000.&lt;br /&gt;
[[Image:SIG SG 553-2.jpg|thumb|none|400px|SIG SG 553 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd SIG SG 553 menu.jpg|thumb|none|600px|SIG SG 553 in game. Note the strange upwards cant of the stock.]]&lt;br /&gt;
[[Image:BF4SG55302.jpg|thumb|none|600px|SG 553 being held.]]&lt;br /&gt;
[[Image:BF4SG55303.jpg|thumb|none|600px|SG 553 iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==SRSS BullDog 762==&lt;br /&gt;
The [[M14_Rifle#SRSS_BullDog_762|SRSS BullDog 762]] appears as the &amp;quot;Bulldog&amp;quot; in the Dragon's Teeth DLC, complimenting the SCAR-H as the only 7.62x51mm NATO assault rifles in the game. It is unlocked via the &amp;quot;Lions and Tigers and Bea...&amp;quot; assignment.&lt;br /&gt;
[[Image:Bulldog762.jpg|thumb|none|400px|SRSS BullDog 762 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4Bulldog01.jpg|thumb|none|600px|Stock SRSS BullDog 762 in the customization menu.]]&lt;br /&gt;
[[Image:BF4Bulldog02.jpg|thumb|none|600px|Player holding the Bulldog.]]&lt;br /&gt;
[[Image:BF4Bulldog03.jpg|thumb|none|600px|Bulldog's iron sight.]]&lt;br /&gt;
[[Image:BF4Bulldog04.jpg|thumb|none|600px|Reloading is done by flicking away the old magazine with a fresh one.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG#Steyr AUG A3|Steyr AUG A3]] returns again as an assault rifle, holding 30+1 rounds. Unlike in [[Battlefield 3]], it cannot mount the M26 MASS but can still mount the M320. It requires 48000 score earned with assault rifles.&lt;br /&gt;
[[file:6.Steyr AUG A3.jpg|thumb|none|400px|Steyr AUG A3 18-inch barrel with Surefire M900 weaponlight foregrip and EOTech red dot sight - 5.56x45mm.]]&lt;br /&gt;
[[file:Bf4 hd aug-a3 menu.jpg|thumb|none|600px|Steyr AUG A3 in game. Note the lack of any muzzle device on the barrel.]]&lt;br /&gt;
[[file:Bf4 hd auga3holding.jpg|thumb|none|600px|The player holds the AUG A3.]]&lt;br /&gt;
[[file:Bf4 hd aug-a3 aim.jpg|thumb|none|600px|The player aims the AUG A3. This appears to be a reversed A2-style rear sight.]]&lt;br /&gt;
[[file:Bf4 hd aug-a3 reloading 1.jpg|thumb|none|600px|The player reloads the AUG A3.]]&lt;br /&gt;
[[file:Bf4 hd aug-a3 reloading 2.jpg|thumb|none|600px|The player reloads the AUG A3. On a reload from empty, the player depresses the bolt release instead of using the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==STK SAR 21==&lt;br /&gt;
The [[SAR 21|STK SAR 21]] is an unlockable assault rifle. It features a low but highly controllable rate of fire, and good accuracy. It has a capacity of 30+1 rounds. Note that the variant used in game is the SAR 21 MMS (Modular Mounting System). It requires 19000 score with assault rifles.&lt;br /&gt;
[[file:SAR-21 MMS rifle.jpg|thumb|none|400px|STK SAR 21 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:BF4SAR21Menu.jpg|thumb|none|599px|STK SAR 21 in game.]]&lt;br /&gt;
[[file:BF4SAR21Hold.jpg|thumb|none|599px|The player holds the SAR 21.]]&lt;br /&gt;
[[file:Bf4 hd CIS SAR 21 aim.jpg|thumb|none|600px|The player aims the SAR 21.]]&lt;br /&gt;
[[file:BF4SAR21Reload.jpg|thumb|none|599px|The player reloads the SAR 21.]]&lt;br /&gt;
[[file:Bf4 hd CIS SAR 21 reloading 2.jpg|thumb|none|600px|The player reloads SAR 21.]]&lt;br /&gt;
&lt;br /&gt;
==SVK-12==&lt;br /&gt;
The SVK-12 appears as a designated marksman rifle version of the AK-12. It features the lowest capacity of all DMRs with 15+1 rounds, but has the fastest velocity, making shots easier to land at long range. In-game it is referred to as the &amp;quot;SVD-12&amp;quot; and is listed to use 7.62×54mmR cartridges, a caliber not available to any AK-12 variant, but correct for the [[SVD Dragunov]]. It requires a DMR score of 19000 to unlock.&lt;br /&gt;
[[Image:Ak-12 7.62x51mm.jpg|thumb|none|400px|AK-12 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4SVD12Hold.jpg|thumb|none|600px|The SVD-12 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4SVD12Reload.jpg|thumb|none|600px|The player reloads the SVD-12. Note the selector switch correctly set to semi.]]&lt;br /&gt;
[[Image:BF4SVD01.jpg|thumb|none|600px|Stock SVD-12.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
This category lists the light and medium / general-purpose machine guns available for the player to equip. All are limited only to the support class. Open bolt operation is correctly portrayed (with the exception of the Ultimax Mark 5) in the reload animations and the ammunition belt visibly depletes when approaching empty. Unlike ''[[Medal of Honor: Warfighter]]'', there is no overheating gameplay mechanic and the player may continuously fire as long as ammunition remains. Players may outfit all close and medium-range optics with the exception of canted iron sights. For the most part, when optics are equipped, the front sight assembly is removed. Compared to assault rifles and carbines, machine guns deal greater suppression to enemies and have lower first round recoil multipliers.&lt;br /&gt;
&lt;br /&gt;
==AAI LSAT Light Machine Gun==&lt;br /&gt;
The [[LSAT|AAI LSAT Light Machine Gun]] (Lightweight Small Arms Technologies) returns from ''[[Battlefield 3]]''. It is currently in the developmental stages to demonstrate the latest in lightweight LMG design. This is mainly achieved via two new types of ammunition - a cased telescoped 5.56mm round (as shown in the ''Battlefield'' series) and a caseless 5.56mm variant. Interestingly, a round counter developed with the LSAT does not make an appearance in game. It requires 11000 LMG score to unlock.&lt;br /&gt;
[[Image:LSAT.jpg|thumb|none|400px|AAI LSAT Light Machine Gun with sights removed - 5.56x45mm Caseless]]&lt;br /&gt;
[[file:Bf4 hd AAI LSAT menu.jpg|thumb|none|600px|AAI LSAT Light Machine Gun in game.]]&lt;br /&gt;
[[Image:BF4LSATHold.jpg|thumb|none|600px|The LSAT LMG in the hands of the player. Note the polymer cased telescoped rounds.]]&lt;br /&gt;
[[Image:BF4LSATReload.jpg|thumb|none|600px|The player reloads the LSAT LMG.]]&lt;br /&gt;
&lt;br /&gt;
== Ares-16 MCR ==&lt;br /&gt;
The [[Ares-16 MCR]] appears as the &amp;quot;AWS&amp;quot; and is a weapon introduced in Naval Strike DLC. It is fitted with a 100-round C-Mag giving it a 100+1 capacity, providing more ammo than the Norinco QBB-95-1 as a magazine-fed light machine gun (and a much higher rate of fire too). It is unlocked via the &amp;quot;Swiss Cheese&amp;quot; assignment.&lt;br /&gt;
[[Image:ARES-16-MCR.jpg|thumb|none|400px|Ares Defense Ares-16 MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4AWR01.jpg|thumb|none|600px|The &amp;quot;AWS&amp;quot; in the loadout menu. Note the selector switch set to safe and the Magpul CTR stock.]]&lt;br /&gt;
[[Image:BF4AWR02.jpg|thumb|none|600px|&amp;quot;AWS&amp;quot; being held.]]&lt;br /&gt;
[[Image:BF4AWR03.jpg|thumb|none|600px|&amp;quot;AWS&amp;quot; iron sight. The windage adjustment knob on the right side should have serrated edges, and note the absence of threading on the bolt that the rear aperture is attached to.]]&lt;br /&gt;
[[Image:BF4AWSReload.jpg|thumb|none|600px|Reloading the &amp;quot;AWS&amp;quot;. With the C-Mag removed, the lack of detail on the lower receiver is evident - the front push-pin, magazine catch bar, and front trigger pin are all missing.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG4]] is the standard light machine gun for the German Bundeswehr (military), gas operated, belt-fed, and fires the 5.56x45mm NATO round. The model has been brought in from [[Medal of Honor: Warfighter]]. It appears as the standard full length version and is the last LMG to be unlocked in multiplayer, with a required LMG score of 48000.&lt;br /&gt;
[[Image:H&amp;amp;KMG4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MG4 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4MG4Menu.jpg|thumb|none|600px|The MG4 in the multiplayer weapons customization menu.]]&lt;br /&gt;
[[Image:BF4 HKMG4 04.jpg|thumb|none|600px|The MG4 being fired at an enemy.]]&lt;br /&gt;
[[Image:BF4 HKMG4 01.jpg|thumb|none|600px|The player fires an MG4 fitted with an EOTech 552 holographic sight in the &amp;quot;Paracel Storm&amp;quot; trailer.]]&lt;br /&gt;
[[Image:BF4 HKMG4 02.jpg|thumb|none|600px|The player holds an MG4 fitted with a night vision optic in the &amp;quot;Levolution&amp;quot; trailer.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[FN MAG#M240 Machine Gun|M240B]] returns from ''[[Battlefield 3]]''. It is the standard medium machine gun of the United States Army, chambered in 7.62x51mm NATO and a derivative of the [[FN MAG]], one of the most widely fielded machine guns in the world. It requires 37000 LMG score. In the Dragon's Teeth DLC, a M240 variant is mounted on the &amp;quot;RAWR&amp;quot;, Battlefield 4's version of the MAARS robot (Like the other firearms, RAWR's model and function has been brought in from [[Medal of Honor: Warfighter]]).&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|400px|FN M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4M240Menu.jpg|thumb|none|600px|The M240B in the multiplayer weapons customization menu.]]&lt;br /&gt;
[[Image:BF4M240Hold.jpg|thumb|none|600px|The M240B in the hands of the player. Note the &amp;quot;Bravo Team&amp;quot; labeling on the box magazine.]]&lt;br /&gt;
[[Image:BF4M240Reload.jpg|thumb|none|600px|The player reloads the M240B.]]&lt;br /&gt;
[[Image:BF4M24005.jpg|thumb|none|600px|The &amp;quot;RAWR&amp;quot; mounting a M240 variant.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW PIP==&lt;br /&gt;
The FN M249 SAW returns from ''[[Battlefield 3]]''. A derivative of the [[FN Minimi]], it is the standard light machine gun of the various branches of the United States military. The model has been updated from [[Battlefield 3]], brought in from [[Medal of Honor: Warfighter]], This variant features the Product Improvement Package (PIP) which includes an updated retractable stock, railed handguard assembly, and a short barrel. Interestingly, the United States Marine Corps, as shown in this game, currently fields the [[Heckler &amp;amp; Koch HK rifle series#Heckler &amp;amp; Koch M27 IAR|M27 Infantry Automatic Rifle]] (previously in [[Battlefield 3]]) as a partial replacement for the M249. The game incorrectly depicts the 100-round soft bag magazine as holding 200 rounds. It is not unlocked through multiplayer, requring completion of the &amp;quot;Final Duty&amp;quot; campaign achievement.&lt;br /&gt;
[[file:M249_Para_ACOG.jpg|thumb|none|400px|FN M249 SAW PIP (Product Improvement Package) with retractable stock, railed foregrip, and short barrel - 5.56x45mm]]&lt;br /&gt;
[[file:Bf4 hd FN M249 SAW menu.jpg|thumb|none|600px|FN M249 SAW PIP in game.]]&lt;br /&gt;
[[Image:BF4M249Hold.jpg|thumb|none|600px|The M249 SAW PIP in the hands of the player.]]&lt;br /&gt;
[[Image:BF4M249Reload.jpg|thumb|none|600px|The player reloads the M249 SAW.]]&lt;br /&gt;
&lt;br /&gt;
==L86A2==&lt;br /&gt;
The [[L86A2]] returns from BF3 in the Spring 2015 Patch.&lt;br /&gt;
[[Image:Image-SA80-L86A2.jpg|thumb|none|400px|L86A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4L86A2Loadout.jpg|thumb|none|600px|The L86A2 in the multiplayer weapons customization menu.]]&lt;br /&gt;
[[Image:BF4L86A2Hold.jpg|thumb|none|600px|The L86A2 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4L86A2Reload.jpg|thumb|none|600px|The player reloads the L86A2.]]&lt;br /&gt;
[[Image:BF4L86A2Iron.jpg|thumb|none|600px|The player aims the L86A2.]]&lt;br /&gt;
&lt;br /&gt;
==M60E4/MK43 MOD1==&lt;br /&gt;
The [[M60E4]] is a medium machine gun released with the Second Assault DLC. It is an updated version of the M60, previously the standard general purpose machine gun of the United States armed forces - type classified as the MK43 MOD1. It requires the completion of the &amp;quot;Dust Devil&amp;quot; assignment to unlock. A version of the gun appears as the M60 ULT, it is a battle pickup that fires explosive rounds, it has a 150 round belt and cannot be aimed down the sights.&lt;br /&gt;
[[Image:M60E4-mk43.jpg|thumb|none|400px|M60E4/MK43 MOD1 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4M6001.jpg|thumb|none|600px|Stock M60E4 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4M6002.jpg|thumb|none|600px|The M60E4 being held.]]&lt;br /&gt;
[[Image:BF4M6003.jpg|thumb|none|600px|The M60E4 iron sight. Note the ridiculous misalignment.]]&lt;br /&gt;
[[Image:BF4M60Reload.jpg|thumb|none|600px|Reloading the M60E4.]]&lt;br /&gt;
[[Image:BF4M60ULT01.jpg|thumb|none|600px|M60 ULT Battle pickup.]]&lt;br /&gt;
[[Image:BF4M60ULT02.jpg|thumb|none|600px|M60 ULT Battle pickup being held.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBB-95==&lt;br /&gt;
The [[Norinco QB rifle series#Norinco QBB-95|Norinco QBB-95]] returns from ''[[Battlefield 3]]'' as the &amp;quot;QBB-95-1&amp;quot;. It is the light machine gun variant of the Chinese Type 95 family of weapons and is fielded by the People's Liberation Army. It fires the Chinese 5.8x42mm round from either a 30-round box magazine or a 75-round drum magazine. It has the second-highest capacity of all magazine-fed weapons in the game. It is unlocked by acquiring 15,000 points with LMGs.&lt;br /&gt;
[[Image:QBB95.jpg|thumb|none|400px|Norinco QBB-95 - 5.8x42mm DBP87]]&lt;br /&gt;
[[file:Bf4 hd Norinco QBB-95 menu.jpg|thumb|none|600px|Norinco QBB-95 in game.]]&lt;br /&gt;
[[Image:BF4QBB95Hold.jpg|thumb|none|600px|The QBB-95 in the hands of the player. Following the Spring 2015 patch, the 80+1 capacity has been reduced to a correct 75+1.]]&lt;br /&gt;
[[Image:BF4QBB95Reload.jpg|thumb|none|600px|The player reloads the QBB-95. Unlike its other Type 95 counterparts in the game, the bolt does not lock back on the last round. Whether this is due to the drum magazine or an oversight by the animators remains unknown.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QJY-88==&lt;br /&gt;
The [[Norinco QJY-88]] returns from ''[[Battlefield 3]]''. It is a gas operated, belt-fed light machine gun currently in service with the Chinese People's Liberation Army. It fires the Chinese 5.8x42mm round. The QJY-88 is also known as (and referred to in-game as) the Type 88 LMG - not to be confused with the Type 88 sniper rifle ([[Norinco QB rifle series#Norinco QBU-88|Norinco QBU-88]]) that is also in the game. It is the first unlockable LMG, requiring a 4000 score with LMGs.&lt;br /&gt;
[[Image:Type88gpmg2.jpg|thumb|none|400px|Norinco QJY-88 - 5.8x42mm DBP87]]&lt;br /&gt;
[[file:Bf4 hd Norinco QJY-88 menu.jpg|thumb|none|600px|Norinco QJY-88 in game.]]&lt;br /&gt;
[[Image:BF4T88Hold.jpg|thumb|none|600px|The QJY-88 in the hands of the player.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PK Machine Gun#PKP Pecheneg Machine Gun|PKP Pecheneg]] is a gas-operated, belt-fed general purpose machine gun in limited service with the Russian Armed Forces and fires the 7.62x54mmR round. Like the earlier PK series of machine guns, it feeds from the right and ejects to the left, which is correctly portrayed in the game. It requires 19000 LMG score.&lt;br /&gt;
[[Image:Pecheneg.jpg|thumb|none|400px|PKP Pecheneg - 7.62x54mmR]]&lt;br /&gt;
[[file:Bf4 hd PKP Pecheneg menu.jpg|thumb|none|600px|PKP Pecheneg in game.]]&lt;br /&gt;
[[Image:BF4PechenegHold.jpg|thumb|none|600px|The PKP Pecheneg in the hands of the player.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK light machine gun|&amp;quot;RPK-74M&amp;quot;]] returns from ''[[Battlefield 3]]'' as part of the ''China Rising'' DLC. In actuality, the weapon model is the standard RPK, based on its wood furniture and magazine curvature. Following the Spring 2015 patch, the caliber has been changed to the correct 7.62x39mm and magazine reduced to an accurate 40 rounds. The RPK and RPK-74/74M are light machine gun variants of the AKM and AK-74/74M, respectively - all in use within the Russian Armed Forces and widely exported. As of the Summer 2015 patch, it has been properly renamed to simply &amp;quot;RPK&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:rpk74m.jpg|thumb|none|400px|'''Acutal''' RPK-74M with 45-round box magazine and bipod folded - 5.45x39mm]]&lt;br /&gt;
[[Image:RPK_lmg.jpg|thumb|none|400px|RPK with 40-round box magazine and bipod deployed - 7.62x39mm M43]]&lt;br /&gt;
[[Image:BF4RPK01.jpg|thumb|none|600px|Stock RPK in the loadout menu. The cleaning rod port / guide that is found about halfway down the barrel is not modelled.]]&lt;br /&gt;
[[Image:BF4RPK02.jpg|thumb|none|600px|RPK being held.]]&lt;br /&gt;
[[Image:BF4RPK03.jpg|thumb|none|600px|RPK iron sight.]]&lt;br /&gt;
[[Image:BF4RPKReload.jpg|thumb|none|600px|Reloading the RPK. The player reaches underneath the weapon operate the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==RPK-12==&lt;br /&gt;
The RPK-12 is the light machine gun variant of the [[AK-12]], although currently, the real RPK-12 variant is only chambered in 7.62x39mm. The near-future setting of the game could indicate this as a future development. The game model appears to differ only in the barrel length and magazine. In-game it fires the same 5.45x39mm round and uses a 60-round quad-stack magazine that was developed for the AK-12. It is unlocked by completing the &amp;quot;Support Expert&amp;quot; assignment.&lt;br /&gt;
[[Image:RPK-12.jpg|thumb|none|400px|RPK-12 - 7.62x39mm]]&lt;br /&gt;
[[Image:BF4 RPK12 01.jpg|thumb|none|600px|A support class player holding an RPK-12 with a red paint finish spins around in time to shoot an enemy player approaching with a knife in the &amp;quot;Levolution&amp;quot; trailer.]]&lt;br /&gt;
[[Image:BF4RPK12Menu.jpg|thumb|none|600px|The RPK-12 in the multiplayer weapon customization menu. The longer barrel and the thicker profile of the 60-round magazine are evident in this screenshot.]]&lt;br /&gt;
[[Image:BF4RPK12Hold.jpg|thumb|none|600px|The RPK-12 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4RPK12Reload.jpg|thumb|none|600px|The player reloads the RPK-12. Despite an ambidextrous charging handle, the player uses the underhand technique to chamber a round from the right side.]]&lt;br /&gt;
&lt;br /&gt;
==STK Ultimax 100 Mark 5==&lt;br /&gt;
The [[Ultimax 100#Ultimax 100 Mark 5|STK Ultimax 100 Mark 5]] appears as the starting weapon for the Support class. In game, it is incorrectly depicted as a closed bolt weapon that can chamber a +1 round on top of its 30-round magazine. Actually, the Mark 5 fires from the open bolt, uncommon for modern magazine-fed weapons (the in-game model, when viewed from the right side, even shows the bolt locked back). The Mark 5 was submitted to compete in the USMC Infantry Automatic Rifle competition, although it was not selected. &lt;br /&gt;
[[file:Ultimax MK5.jpg‎|thumb|none|400px|STK Ultimax 100 Mk 5 with Grippod foregrip / bipod - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd STK Ultimax 100 Mark 5 menu.jpg|thumb|none|600px|Ultimax 100 Mark 5 in game. The backup rear sight is a KAC 300m flip-up iron sight.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
This category spans all of ''Battlefield 4'''s bolt action sniper rifles, and some precision-oriented semi-automatic rifles. Sniper rifles include all bolt-actions smaller than .50 caliber and the semi-auto FD338, and are exclusive to the Recon class only. These weapons have the entire selection of short to long-range optics available to equip, and some unique modifications such as laser range finders and straight-pull bolts. Designated marksmen rifles are available to all classes and fire in semi-auto. They cannot equip long-range optics. Additionally, the Barrett M107 and the AMR-2 are the two sniper rifle battle pickups in the game, both .50 caliber.&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]], in British military service as the L115A3, is an unlockable weapon in the ''China Rising'' DLC. Following the Spring 2015 patch, it fires the powerful .338 Lapua round from a 5-round magazine, giving it a 5+1 round capacity. It was improperly named as the &amp;quot;L96A1&amp;quot;, which is the 7.62x51mm NATO variant and the standard sniper rifle of the British Army, though as of the Summer 2015 patch the name has been changed to &amp;quot;L115&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AI L115A3.jpg|thumb|none|400px|Accuracy International AWM-F - .338 Lapua]]&lt;br /&gt;
[[File:BF4 L96 01.jpg|thumb|none|600px|The &amp;quot;L115&amp;quot; in the loadout menu. Note the hinges that allow the stock to fold for easier transport.]]&lt;br /&gt;
[[File:BF4L9602.jpg|thumb|none|600px|&amp;quot;L115&amp;quot; being held.]]&lt;br /&gt;
[[File:BF4L96A1Reload.jpg|thumb|none|600px|Reloading the &amp;quot;L115&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==China South Industries Group AMR-2==&lt;br /&gt;
The [[AMR-2]] appears as a battle pickup in the game on select multiplayer maps. It is a bolt-action, 12.7x108mm Chinese sniper rifle that holds 5+1 rounds. It is called the &amp;quot;AMR-2&amp;quot;, &amp;quot;AMR-2 MID&amp;quot;, or &amp;quot;AMR-2 CQB&amp;quot;, depending on its optic configuration. A fictional laser range finder is always mounted (an AN/PEQ-11 with the rear end altered into a display).&lt;br /&gt;
[[Image:Amr-2 2.jpg|thumb|none|400px|AMR-2 - 12.7x108mm]]&lt;br /&gt;
[[Image:BF4AMR201.jpg|thumb|none|600px|AMR-2 being held.]]&lt;br /&gt;
[[Image:BF4AMR202.jpg|thumb|none|600px|Left side of AMR-2.]]&lt;br /&gt;
[[Image:BF4AMR203.jpg|thumb|none|600px|AMR-2 as a battle pickup.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M82 rifle series#Barrett M107|Barrett M107]] in-game is incorrectly dubbed as the &amp;quot;[[Barrett M82 rifle series#M82A3|M82A3]]&amp;quot;, despite it not having a raised top rail and lacking a rear grip and monopod socket. It is a semi-auto .50 BMG sniper rifle battle pickup in the game, called the &amp;quot;M82A3&amp;quot;, &amp;quot;M82A3 MID&amp;quot;, or &amp;quot;M82A3 CQB&amp;quot;, depending on its configuration. It holds a 10+1 round capacity, and comes with one extra magazine. The fictional laser range finder is always mounted (an AN/PEQ-11 with the rear end altered into a display).&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|400px|Barrett M107 - .50 BMG.]]&lt;br /&gt;
[[Image:BF4 M107 01.jpg|thumb|none|600px|The M107 in the &amp;quot;Paracel Storm&amp;quot; trailer. Note the &amp;quot;US Army&amp;quot; markings on the receiver - in the final build this is changed to &amp;quot;USMC&amp;quot; to match the American forces depicted in game.]]&lt;br /&gt;
[[Image:BF4M8202.jpg|thumb|none|600px|The M107 as a battle pickup.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett Model 98 Bravo==&lt;br /&gt;
The [[Barrett Model 98 Bravo#Barrett M98B|Barrett Model 98 Bravo]] returns from ''[[Battlefield 3]]'', once again called the &amp;quot;M98B&amp;quot;. This time around it correctly holds 10 rounds in the magazine, but unfortunately suffers from the &amp;quot;fat rail segment&amp;quot; ailment that afflicts many weapons that were ported over. It features the fastest bullet velocity of all the sniper rifles in the game. It requires a sniper rifle score of 34000 to unlock.&lt;br /&gt;
[[Image:0129481.jpg|thumb|none|400px|Barrett Model 98 Bravo - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BF4M98BHold.jpg|thumb|none|600px|The Barrett M98B in the hands of the player.]]&lt;br /&gt;
[[Image:BF4M9801.jpg|thumb|none|600px|Stock Barrett M98B with bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M-200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M-200 Intervention]] is an unlockable bolt-action sniper rifle and is called the &amp;quot;SRR-61&amp;quot; in the game, named for the Jordanian 61st Special Reconnaissance Regiment, or SRR-61, who use the rifle. It holds 7+1 rounds and is the last sniper rifle unlocked, requiring 42000 sniper rifle points.&lt;br /&gt;
[[Image:M200.jpg|thumb|none|400px|Cheyenne Tactical M-200 Intervention - .408 CheyTac]]&lt;br /&gt;
[[Image:BF4SRRHold.jpg|thumb|none|600px|The M-200 Intervention in the hands of the player.]]&lt;br /&gt;
[[Image:BF4SRRReload.jpg|thumb|none|600px|The player reloads the M-200 Intervention.]]&lt;br /&gt;
[[Image:BF4 M200 CheyTac 03.jpg|thumb|none|600px|An American Recon player holds an M-200 Intervention in the &amp;quot;This is ''Battlefield 4'' Multiplayer&amp;quot; trailer.]]&lt;br /&gt;
[[Image:BF4SRR02.jpg|thumb|none|600px|Stock &amp;quot;SRR-61&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Arms Stealth Recon Scout==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout]] is called the &amp;quot;338 Recon&amp;quot; in-game and is the only bullpup configuration sniper rifle. It has a capacity of 5+1 rounds and requires a sniper rifle score of 27000 to unlock.&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|400px|Desert Tactical Arms Stealth Recon Scout - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BF4388Hold.jpg|thumb|none|600px|The Stealth Recon Scout in the hands of the player.]]&lt;br /&gt;
[[Image:BF4388Reload.jpg|thumb|none|600px|The player reloads the Stealth Recon Scout.]]&lt;br /&gt;
[[Image:BF433802.jpg|thumb|none|600px|Stock Stealth Recon Scout with bipod.]]&lt;br /&gt;
&lt;br /&gt;
==F&amp;amp;D Defense FD338==&lt;br /&gt;
The [[F&amp;amp;D Defense FD338]], available in the Naval Strike DLC, is currently the only semi-automatic weapon in the sniper rifle category. It is called the &amp;quot;SR338&amp;quot; in the game, and has a capacity of 10+1 rounds. Despite firing .338 Lapua rounds, its damage model is significantly lower than its bolt-action .338 counterparts in order to balance its semi-auto advantage, to the point that it was the only sniper rifle incapable of killing in a single shot regardless of distance or hit location (It was so low that even a point-blank headshot couldn't kill a full-health enemy).  The weapon has since been patched in an October 2014 update to allow it to kill with a single headshot out to a fairly short distance.&lt;br /&gt;
[[file:F&amp;amp;D Defense FD338.jpg|thumb|none|400px|F&amp;amp;D Defense FD338 - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BF4SR33801.jpg|thumb|none|600px|Stock F&amp;amp;D Defense FD338 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4SR33802.jpg|thumb|none|600px|The &amp;quot;SR338&amp;quot; being held.]]&lt;br /&gt;
[[Image:BF4SR338Reload.jpg|thumb|none|600px|Reloading the &amp;quot;SR338&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==GOL Sniper Rifle==&lt;br /&gt;
The [[GOL sniper rifle|GOL Sniper Rifle]], called the &amp;quot;GOL Sniper Magnum&amp;quot; makes a return from ''[[Battlefield: Bad Company 2]]'' with the ''Second Assault'' DLC. It features a high rate of fire for bolt-actions and has a 5+1 round capacity.&lt;br /&gt;
[[Image:GOL Sniper Magnum.jpg|thumb|none|400px|GOL-Sniper - .338 Lapua]]&lt;br /&gt;
[[Image:BF4GOL01.jpg|thumb|none|600px|Stock GOL in the loadout menu.]]&lt;br /&gt;
[[Image:BF4GOL02.jpg|thumb|none|600px|The GOL being held.]]&lt;br /&gt;
[[Image:BF4GOLReload.jpg|thumb|none|600px|Reloading the GOL.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SV-98==&lt;br /&gt;
The [[Izhmash SV-98]] appears in multiplayer as a sniper rifle. It has a capacity of 10+1 rounds and requires 13000 sniper rifle score to unlock.&lt;br /&gt;
[[file:SV98.jpg|thumb|none|400px|Izhmash SV-98 - 7.62x54mmR]]&lt;br /&gt;
[[file:Bf4 hd Izhmash SV-98 menu.jpg|thumb|none|600px|Izhmash SV-98 in game.]]&lt;br /&gt;
[[Image:BF4SV9802.jpg|thumb|none|600px|SV-98 being held.]]&lt;br /&gt;
&lt;br /&gt;
==Jian She CS/LR3==&lt;br /&gt;
The [[Jian She CS/LR Sniper Rifle|Jian She CS/LR3]], also known as the &amp;quot;FY-JS&amp;quot; in the game, is the 5.8x42mm variant of the CS/LR4. Unlike it's larger caliber sibling, the FY-JS has a standard finish instead the permanent camo on the CS/LR4, like a lot of variants have in the game.&lt;br /&gt;
[[Image:Cslr3.jpg|thumb|none|400px|Jian She CS/LR3 - 5.8×42mm]]&lt;br /&gt;
&lt;br /&gt;
==Jian She CS/LR4==&lt;br /&gt;
The [[Jian She CS/LR Sniper Rifle|Jian She CS/LR4]] is the starting weapon for the Recon class. It is a bolt-action, magazine-fed rifle of Chinese origin with a capacity of 5+1 rounds and is a well-rounded sniper rifle in game.&lt;br /&gt;
[[file:CS-LR4.jpg|400px|thumb|none|CS/LR4 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Bf4 hd Jian She CSLR4 menu.jpg|thumb|none|600px|Jian She CS/LR4 in-game.]]&lt;br /&gt;
[[Image:BF4LR4Holda.jpg|thumb|none|600px|The CS/LR4 in the hands of the player.]]&lt;br /&gt;
&lt;br /&gt;
==M39 EMR==&lt;br /&gt;
On the cover art, Recker is armed with an [[M14#M39_Enhanced_Marksman_Rifle|M39 EMR]] attached with a series of accessories, including a bipod, a sound suppressor and a scope. It appears in multiplayer as a DMR, now holds 20+1 rounds, and requires a 37000 score with DMRs to unlock.&lt;br /&gt;
[[Image:M-39EMR.jpg|thumb|400px|none|M39 Enhanced Marksman Rifle with Harris bipod - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BF4M3901.jpg|thumb|600px|none|M39 EMR being held.]]&lt;br /&gt;
[[Image:BF4M3902.jpg|thumb|600px|none|Stock M39 EMR.]]&lt;br /&gt;
[[Image:BF4M3903.jpg|thumb|600px|none|M39 EMR iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5==&lt;br /&gt;
The [[Remington Model 700#M40A5 Sniper Rifle|M40A5]] appears in multiplayer and is built on the [[Remington Model 700]] platform with significant upgrades, including a precision trigger, detachable 5-round magazine, SureFire compensator, and a McMillan stock. This configuration is currently in service with the United States Marine Corps. It is an unlockable weapon that requires 3000 sniper rifle score.&lt;br /&gt;
[[Image:M40A5.jpg|thumb|none|400px|M40A5 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Bf4 hd M40A5 menu.jpg|thumb|none|600px|M40A5 in game. The tape wrapped around the barrel and stock, presumably to keep it together, is completely out of place on a precision 1/2 MOA weapon.]]&lt;br /&gt;
[[Image:BF4M40Hold.jpg|thumb|none|600px|The M40A5 in the hands of the player. The inaccurate 10-round capacity has since been corrected to 5.]]&lt;br /&gt;
[[Image:BF4M40Reload.jpg|thumb|none|600px|The player reloads the M40A5. On a reload from empty, the player uses his right hand to swap the magazine, unique among all the small arms in the game.]]&lt;br /&gt;
&lt;br /&gt;
==McMillan CS5==&lt;br /&gt;
The [[McMillan CS5]] appears as the &amp;quot;CS5&amp;quot; in the ''Dragon's Teeth'' DLC. The model has been brought in from [[Medal of Honor: Warfighter]]. It comes with a suppressor attached by default, but it can be removed at the player's discretion.&lt;br /&gt;
[[Image:CS5.jpg|thumb|none|400px|McMillan CS5 Compact Sniper Rifle with bipod and sound suppressor - .308 Winchester]]&lt;br /&gt;
[[Image:BF4CS501.jpg|thumb|none|600px|Stock McMillan CS5 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4CS502.jpg|thumb|none|600px|McMillan CS5 being held.]]&lt;br /&gt;
[[Image:BF4CS5Reload.jpg|thumb|none|600px|Reloading the McMillan CS5.]]&lt;br /&gt;
&lt;br /&gt;
==MK 11 MOD 0==&lt;br /&gt;
The [[Knight's Armament SR-25|Mk 11 Mod 0]] in multiplayer requires 4000 DMR points to unlock.&lt;br /&gt;
[[Image:SR25.jpg|thumb|none|400px|Mk 11 Mod 0 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4M1101.jpg|thumb|none|600px|Stock Mk 11 Mod 0 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4M1102.jpg|thumb|none|600px|Mk 11 Mod 0 being held.]]&lt;br /&gt;
[[Image:BF4M1103.jpg|thumb|none|600px|Stock Mk 11 Mod 0 iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==MKEK JNG-90==&lt;br /&gt;
The [[MKEK JNG-90]] is in multiplayer. It requires a sniper rifle score of 20000.&lt;br /&gt;
[[Image:JNG-90.jpg|thumb|none|400px|MKEK JNG-90 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4JNG90Holda.jpg|thumb|none|600px|The JNG-90 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4JNG02.jpg|thumb|none|600px|Stock JNG-90 with bipod in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBU-88==&lt;br /&gt;
The [[Norinco QB rifle series#Norinco QBU-88|Norinco QBU-88]] appears in the game.&lt;br /&gt;
[[Image:Qbu-88-0.jpg|thumb|400px|none|Norinco QBU-88 - 5.8x42mm]]&lt;br /&gt;
[[Image:BF4QBU8801.jpg|thumb|600px|none|Stock QBU-88.]]&lt;br /&gt;
[[Image:BF4QBU8802.jpg|thumb|600px|none|QBU-88 being held.]]&lt;br /&gt;
[[Image:BF4QBU8803.jpg|thumb|600px|none|QBU-88 iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Elite==&lt;br /&gt;
the [[Steyr Elite]] appears in the game. It is the 5.56x45mm version and has a capacity of 10+1 rounds. Despite being one of the weaker hitting sniper rifles, it features a fast rate of fire, aim speed, and bullet velocity to balance the low damage. The factory integral bipod is used with the &amp;quot;Bipod&amp;quot; attachment. It requires 8000 points with sniper rifles to unlock. &lt;br /&gt;
[[Image:ELITE.jpeg|thumb|400px|none|Steyr Elite - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Bf4 hd Steyr Elite menu.jpg|thumb|none|600px|Steyr Elite in game.]]&lt;br /&gt;
[[Image:BF4ScoutHold.jpg|thumb|600px|none|A player holding the Steyr with iron sights only. Following the Spring 2015 patch, the magazine capacity was changed from 5 to the correct 10 rounds.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] has been seen in multiple public multiplayer events. It is no-longer a fire and forget weapon, requiring a constant lock in order to successfully make a hit. &lt;br /&gt;
[[Image:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[Image:BF4 Javelin 01.jpg|thumb|none|600px|The player holds the FGM-148 Javelin.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-172 SRAW==&lt;br /&gt;
The [[FGM-172 SRAW]] returns from ''Battlefield 2'' and is once again (incorrectly) depicted as being wire-guided. It can be seen at the beginning of the &amp;quot;Levolution&amp;quot; trailer, and has also been seen in multiple public multiplayer events.&lt;br /&gt;
[[Image:Pic-product-predator.jpg|thumb|none|500px|FGM-172 SRAW - 139.7mm]]&lt;br /&gt;
[[Image:BF4SRAW.jpg|thumb|none|600px|The player holds the FGM-172 SRAW.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
After the player disembarks the helicopter in the E3 multiplayer demo, a soldier is seen running with an [[FIM-92A Stinger]]. It has also been seen in multiple public multiplayer events. It is considered a fire and forget launcher but has the shortest range of the portable AA Weapons. &lt;br /&gt;
[[Image:-0976t.jpg|thumb|500px|none|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:BF4Stinger.jpg|thumb|none|600px|The Stinger in the hands of the player.]]&lt;br /&gt;
[[Image:Bf4 fim-92.jpg||thumb|600px|none|A soldier carries an FIM-92 Stinger.]]&lt;br /&gt;
&lt;br /&gt;
==GP-30M==&lt;br /&gt;
If the M320 is mounted to a Russian weapon with the under-barrel rail attached, it instead becomes a [[GP-30|GP-30M]].&lt;br /&gt;
[[Image:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|401px|GP-30M - 40mm]]&lt;br /&gt;
[[Image:BF4GP3001.jpg|thumb|none|600px|GP-30M attached to a AEK-971.]]&lt;br /&gt;
[[Image:BF4GP3002.jpg|thumb|none|600px|The player holding an AK-12 with a GP-30M attached underneath.]]&lt;br /&gt;
[[Image:BF4GP3003.jpg|thumb|none|600px|Reloading the GP-30M.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
Near the end of the singleplayer demo, the player fires a [[Heckler &amp;amp; Koch M320]] from a car's driver seat. It has also been seen in multiple public multiplayer events. It is a gadget unlock for the Assault Class and is capable of firing 40mm High Explosive Dual Purpose Grenades in addition to Dart, Smoke, Timed Fragmentation and a new Flashbang ammunition variant.&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|400px|none|H&amp;amp;K M320 - 40x46mm]]&lt;br /&gt;
[[Image:Bf4 m320.jpg||thumb|600px|none|Irish gives a H&amp;amp;K M320 to Recker to shoot down the Mi-28 Havoc]]&lt;br /&gt;
[[Image:Bf4 m320 2.jpg||thumb|600px|none|Recker takes aim with the H&amp;amp;K M320 to bring down the chopper while Bonnie Tyler's Total Eclipse of the Heart plays in the background]]&lt;br /&gt;
[[Image:BF4M320Hold.jpg|thumb|none|600px|The M320 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4M320Reload.jpg|thumb|none|600px|The player reloads the M320.]]&lt;br /&gt;
[[Image:BF4M32005.jpg|thumb|none|600px|M320 mounded under a HK416 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;M320 3GL&amp;quot;===&lt;br /&gt;
The Naval Strike DLC added a fictional variant known as the &amp;quot;M320 3GL&amp;quot;. It functions in a similar way to the real-world [[Metal Storm Weapons#Metal Storm 3GL|Metal Storm 3GL]] (from which its name is also taken) in that it fires 3 rounds from the same tube without reloading. However it simply reuses the standard M320 model used for the standard launcher, even to the point where it can be seen that only a single round is inserted into the tube during the reload animation.&lt;br /&gt;
[[Image:MS 3GL.jpg|thumb|none|400px|The real-world Metal Storm 3GL 3-round grenade launcher in standalone configuration - 40mm. Note that this is significantly different to the &amp;quot;M320 3GL&amp;quot; model which appears in the game]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM25==&lt;br /&gt;
In the live stream of Battlefield 4 during E3, players can be seen equipped with an [[Heckler &amp;amp; Koch XM25]]. It is usable by the Support class only. It too, like the M320 is capable of launching alternate ammunition ranging from its default Airburst, Dart and Smoke rounds. Using Dart ammunition increases the fire rate and it behaves similar to a semi-automatic shotgun with a Infrared Scope.&lt;br /&gt;
[[Image:ATKXM25.jpg|thumb|400px|none|Heckler &amp;amp; Koch XM25 - 25x40mm]]&lt;br /&gt;
[[Image:BF4XM25Reload.jpg||thumb|600px|none|A player reloading an XM25]]&lt;br /&gt;
&lt;br /&gt;
==M136 CS==&lt;br /&gt;
The [[M136 AT4]] appears as a battle pickup. Referred to as &amp;quot;M136 CS&amp;quot; in game, CS standing for &amp;quot;confined space&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|400px|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[Image:BF4AT401.jpg|thumb|none|600px|&amp;quot;M136 CS&amp;quot; bring held.]]&lt;br /&gt;
[[Image:BF4AT402.jpg|thumb|none|600px|&amp;quot;M136 CS&amp;quot; sights.]]&lt;br /&gt;
[[Image:BF4AT403.jpg|thumb|none|600px|&amp;quot;M136 CS&amp;quot; battle pickup.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The [[M203 grenade launcher]] appears in the game mounted the &amp;quot;RAWR&amp;quot;, only having limited shots before running out of ammo. Four of them are mounted on the robot, two on each side.&lt;br /&gt;
[[Image:M16A2 M203.jpg|thumb|none|400px|M203 40mm grenade launcher mounted on an M16A2, 5.56x45mm]]&lt;br /&gt;
[[Image:BF4M20301.jpg|thumb|none|600px|Four M203 grenade launchers mounted on a &amp;quot;RAWR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==MBT LAW==&lt;br /&gt;
The [[MBT LAW]] has been seen in multiple public multiplayer events. It is the easiest to use but also the weakest of the launchers as the Rocket fired has a self guidence system, providing it's close to the target and will automatically attack the weakest point (top armor).&lt;br /&gt;
[[Image:NLAW.jpg|thumb|none|400px|MBT LAW - 150mm]]&lt;br /&gt;
[[Image:BF4NLAW.jpg|thumb|none|600px|The MBT LAW in the hands of the player.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1S==&lt;br /&gt;
Recker is also seen wielding a [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]] with Picatinny rails and reflex sights. The model has been brought in from [[Medal of Honor: Warfighter]]. When reloading, the whole 6 grenades are ejected from the cylinder, regardless of how many have been fired, and new ones are loaded, two grenades at a time. It is available as a Battle Pickup in multiplayer. &lt;br /&gt;
[[Image:MGL32.jpg|thumb|400px|none|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:Bf4 milkor mgl.jpg|thumb|600px|none|Recker readies his Milkor MGL Mk 1S to fire at a wall and flank the enemy.]]&lt;br /&gt;
[[Image:BF4MGL02.jpg|thumb|600px|none|&amp;quot;M32 MGL&amp;quot; as a battle pickup.]]&lt;br /&gt;
[[Image:BF4MGL03.jpg|thumb|600px|none|&amp;quot;M32 MGL&amp;quot; sights.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The [[Mk 153 Mod 0 SMAW]] has been seen in multiple public multiplayer events. It is the second most powerful the Anti-Tank Launchers and possesses the flattest trajectory over a distance.  &lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|400px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[Image:BF4SMAW.jpg|thumb|none|600px|The SMAW in the hands of the player.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] returns from Battlefield 3, now with the correct rear tube cover of the V2 model. It is the most powerful of unguided Anti-Tank launchers but is also the hardest use at range due to the arcing trajectory of the rocket in flight. &lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[file:BF4RPG7Hold.jpg|thumb|none|599px|The player holds the &amp;quot;RPG-7V2&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd RPG-7 aim.jpg|thumb|none|600px|The player aims to &amp;quot;RPG-7V2&amp;quot;.]]&lt;br /&gt;
[[file:BF4RPG7Reload.jpg|thumb|none|599px|The player reloads &amp;quot;RPG-7V2&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd RPG-7 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;RPG-7V2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SA-18 Grouse==&lt;br /&gt;
The [[SA-18 Grouse]] has been seen in multiple public multiplayer events. It is once again called the &amp;quot;SA-18 Igla&amp;quot;. In-game it behaves differently from ''Battlefield 3'' instead forgoing the use as a fire and forget launcher for use as a constant lock launcher. In posses the longest range of the AA Launchers but requires a near constant lock to maintain a hit, alternatively, a target can be reacquired even if the target used counter measures providing the missile is still in flight. &lt;br /&gt;
[[Image:Igla 191.jpg|thumb|none|400px|SA-18 Grouse launcher and missile - 72mm]]&lt;br /&gt;
[[Image:BF4IGLA.jpg|thumb|none|600px|The player holds the SA-18 Grouse.]]&lt;br /&gt;
&lt;br /&gt;
==QW-2 Vanguard 2==&lt;br /&gt;
The [[QW-2 Vanguard 2]] appears in the game as the missile armament on the Chinese Type-95 anti-aircraft vehicle.&lt;br /&gt;
&lt;br /&gt;
[[Image:QW-2.jpg|thumb|none|400px|QW-2 Vanguard 2 launcher and missile 72mm]]&lt;br /&gt;
[[File:BF4T8701.jpg|thumb|600px|none|Chinese Mobile AA mounting QW-2 Vanguard 2 launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Starstreak HVM==&lt;br /&gt;
The shoulder launched [[Starstreak HVM]] launcher is available as a battle pickup in the game. It has only two shots and can engage both aircraft and armor. It is requires a constant lock to maintain a hit, however a lock can be reacquired even if a target used counter-measures. The Starstreak is most effective against enemy aircraft as opposed to enemy land vehicles such as enemy armor. &lt;br /&gt;
[[Image:Starstreak MANPAD.jpg|thumb|none|250px|Starstreak HVM]]&lt;br /&gt;
[[Image:BF4HVM.jpg|thumb|none|600px|The player holds the Starstreak HVM.]]&lt;br /&gt;
[[Image:BF4HVM01.jpg|thumb|none|600px|Starstreak HVM as a battle pickup.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==M2 SLAM==&lt;br /&gt;
The M2 [[SLAM]] appears in a Gamespot video showing off all the weapons and gadgets in the game. It is usable by the Engineer class. It is a highly versatile mine, capable of sticking to walls and objects and even enemy vehicles to some extent but inflicts less damage as the M15 AT mine.&lt;br /&gt;
[[Image:SLAM.jpg|thumb|none|200px|SLAM]]&lt;br /&gt;
[[Image:BF4SLAM01.jpg|thumb|none|600px|M2 deployed and held.]]&lt;br /&gt;
&lt;br /&gt;
==M15 anti-tank mine==&lt;br /&gt;
The [[M15 anti-tank mine]] appears in a Gamespot video showing off all the weapons and gadgets in the game. It is once again only usable by the Engineer class. &lt;br /&gt;
[[Image:Landmine-dod-closeup.jpg|thumb|none|300px|M15 anti-tank mine]]&lt;br /&gt;
[[Image:BF4M1501.jpg|thumb|none|600px|M15 being held.]]&lt;br /&gt;
[[Image:BF4M1502.jpg|thumb|none|600px|M15 deployed.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] has been seen in multiple public multiplayer events. It can be equipped instead of the M67 grenade. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[file:Bf4 hd M18 smoke.jpg|thumb|none|600px|M18 smoke grenade being held.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] appears in a Gamespot video showing off all the weapons and gadgets in the game. It is usable by the Support and Recon classes. When planted, 3 trip wires shoot from the front of the mine, any thing that crosses the wires will trigger the mine.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore]]&lt;br /&gt;
[[Image:BF4CLAY01.jpg|thumb|none|600px|M18A1 Claymore being held.]]&lt;br /&gt;
[[Image:BF4CLAY02.jpg|thumb|none|600px|M18A1 Claymore with trip wires deployed.]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] has been seen in multiple public multiplayer events. It can be equipped instead of the M67 grenade. It is called the &amp;quot;M34 Incendiary&amp;quot;. &lt;br /&gt;
[[file:M34 2-1-.jpg|thumb|none|200px|]]&lt;br /&gt;
[[file:BF4M3401.jpg|thumb|none|599px|&amp;quot;M34 Incendiary&amp;quot; being held.]]&lt;br /&gt;
&lt;br /&gt;
==M67 fragmentation hand grenade==&lt;br /&gt;
[[M67 hand grenade]]s are the standard grenade of the game.&lt;br /&gt;
[[file:Baseball.jpg|thumb|200px|none|M67 fragmentation hand grenade]]&lt;br /&gt;
[[file:Bf4 hd M67 holding.jpg|thumb|none|600px|The player holds the &amp;quot;M67 fragmentation hand grenade&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] has been seen in multiple public multiplayer events. It can be equipped instead of the M67 grenade. It's called the &amp;quot;M84 Flashbang&amp;quot;. &lt;br /&gt;
[[Image:M84stun.jpg|thumb|none|200px|M84 stun grenade]]&lt;br /&gt;
[[Image:BF4M8401.jpg|thumb|none|600px|M84 being held.]]&lt;br /&gt;
&lt;br /&gt;
==RGO fragmentation grenade==&lt;br /&gt;
The [[RGO/RGN fragmentation grenade|RGO fragmentation grenade]].&lt;br /&gt;
[[file:RGO.jpg|thumb|200px|none|RGO fragmentation grenade]]&lt;br /&gt;
[[file:Bf4 hd rgo holding.jpg|thumb|none|600px|The player holds the &amp;quot;RGO fragmentation grenade&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==V40 Mini-Grenade==&lt;br /&gt;
The [[V40 Mini Grenade]].&lt;br /&gt;
[[file:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[file:Bf4 hd v40 mini holding.jpg|thumb|none|600px|The player holds the &amp;quot;V40 Mini-Grenade&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==2A38M autocannon==&lt;br /&gt;
Two [[2A38M autocannon]] are mounted on both the Pantsir AA and Tunguska Mobile AA.&lt;br /&gt;
[[Image:2a38m.jpg|thumb|none|400px|2A38M autocannon - 30mm]]&lt;br /&gt;
[[Image:BF4T2A3801.jpg|thumb|none|600px|Pantsir Stationary AA.]]&lt;br /&gt;
[[Image:BF4T2A3802.jpg|thumb|none|600px|Tunguska Mobile AA.]]&lt;br /&gt;
[[Image:BF4T2A3803.jpg|thumb|none|600px|2A38M to be mounted on a battle walker.]]&lt;br /&gt;
&lt;br /&gt;
==9M133 Kornet==&lt;br /&gt;
The [[9M133 Kornet]] is launched from the 9K123 missile system as a stationary anti-tank weapon.&lt;br /&gt;
[[Image:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]] &lt;br /&gt;
[[Image:BF4KORNET01.jpg|thumb|none|600px|9M133 Kornet launcher.]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] appears on the M220 Launcher in the game as an emplaced anti-tank missile launcher for the US faction.&lt;br /&gt;
[[Image:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[Image:BF4TOW01.jpg|thumb|none|600px|BGM-71 TOW launcher.]]&lt;br /&gt;
&lt;br /&gt;
== Bofors 40mm ==&lt;br /&gt;
The [[Bofors 40mm]] L/60 cannon is on the AC-13 gunships.&lt;br /&gt;
[[Image:40mm bofors.jpg|thumb|none|400px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2#Browning M2 Heavy Barrel|Browning M2HB heavy machine gun]] appears in the game mounted on vehicles, including M1A2 Abrams tanks.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BF4M201.jpg|thumb|none|600px|Browning M2HB Mounted on a Growler.]]&lt;br /&gt;
[[Image:BF4M202.jpg|thumb|none|600px|Player using the M2HB.]]&lt;br /&gt;
[[Image:BF4M203.jpg|thumb|none|600px|Remote controlled M2HB.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 chaingun==&lt;br /&gt;
In the background appears an LAV-25 fitted with an [[M242 Bushmaster chaingun]].&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|400px|none|M242 Bushmaster Chain Gun - 25x137mm.]]&lt;br /&gt;
[[Image:Bf4 promo lav-25.jpg|thumb|600px|none|LAV-25.]]&lt;br /&gt;
[[Image:BF4M24202.jpg|thumb|600px|none|Up close of the LAV-25's M242.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The [[General Electric GAU-8/A Avenger]] appears in the game as the secondary armament of the A-10 Thunderbolt II ground attack jet.&lt;br /&gt;
[[Image:GAU-8A.jpg|thumb|400px|none|GAU-8/A Avenger complete with feed system and 1,174 round drum - 30x173mm]]&lt;br /&gt;
[[Image:BF4GAU801.jpg|thumb|none|600px|GAU-8 mounted on an A-10.]]&lt;br /&gt;
[[Image:BF4GAU802.jpg|thumb|none|600px|A destroyed A-10 with the GAU-8 in its nose section.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-12/U==&lt;br /&gt;
The [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] is the mounted on the LAV-AD in multiplayer. Though the actual gun fires 25mm ammunition, the game depicts the gun as capable of firing either 20mm or 30mm rounds depending on the player's choosing. The AC-130 also carries a GAU-12/U as does the F-35 jet fighter.  &lt;br /&gt;
[[Image:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U with unfired rounds - 25mm]]&lt;br /&gt;
[[Image:BF4GAU1201.jpg|thumb|none|600px|A GAU-12/U mounted on an LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-17/A==&lt;br /&gt;
A pair of [[GAU-17/A|GAU-17/A's]] are mounted on the Transport Helicopters and Attack Boats and now actually eject casings, unlike BF3. The same gun is also depicted as being mounted on Little Birds.&lt;br /&gt;
[[Image:GAU-17A HH60.jpg|thumb|400px|none|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4GAU1703.jpg|thumb|600px|none|The GAU-17/A is mounted on the UH-1Y Venom.]]&lt;br /&gt;
[[Image:BF4GAU1704.jpg|thumb|600px|none| GAU-17/A mounted on a Little Bird.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
A [[General Dynamics GAU-19/A]] is mounted on the &amp;quot;XD-1 Accipitor&amp;quot;, a Battle Pickup available in the Final Stand DLC maps, essentially a flying rotary cannon with limited operating lifetime. It will self destruct once it's out of fuel.&lt;br /&gt;
[[Image:GAU19.jpg|thumb|none|400px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[Image:BF4XD101.jpg|thumb|600px|none|The &amp;quot;XD-1 Accipitor&amp;quot;, the source of ammo for this weapon is still a mystery unsolved.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
In several trailers and promo pictures, the [[M197 Vulcan]] is seen mounted on a AH-1Z Viper.&lt;br /&gt;
[[Image:M197Gatling.jpg|thumb|400px|none|General Dynamics M197 Vulcan - 20mm.]]&lt;br /&gt;
[[Image:Bf4 m197.jpg|thumb|600px|none|The AH-1Z Viper seen with the General Dynamics M197 Vulcan.]]&lt;br /&gt;
[[Image:BF4M19702.jpg|thumb|600px|none|Up close of the General Dynamics M197 Vulcan.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A [[Gryazev-Shipunov GSh-30-2]] appears in the game as the secondary armament of the Su-25 ground attack jet under the nose.&lt;br /&gt;
[[Image:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
[[Image:BF4GSh30201.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== HJ-8 Red Arrow ==&lt;br /&gt;
The [[HJ-8 Red Arrow]] appears tripod-mounted in the game as a counterpart of the American TOW and Russian Kornet, it is also used on the Chinese ZBD-09 IFV.&lt;br /&gt;
[[Image:BaktarShikan3.jpg|thumb|none|400px|HJ-8 Red Arrow launcher and missile - 120mm.]]&lt;br /&gt;
[[Image:BF4HJ8.jpg|thumb|600px|none|&amp;quot;My name is Commander Shepard and this is my favorite rocket launcher on the Citadel.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==H/PJ-12==&lt;br /&gt;
The H/PJ-12 rotary 30mm cannon is mounted on the Chinese Stationary AA LD-2000.&lt;br /&gt;
[[Image:BF4HPJ1201.jpg|thumb|600px|none|LD-2000 mounting the H/PJ-12.]]&lt;br /&gt;
&lt;br /&gt;
==Kord==&lt;br /&gt;
The [[Kord heavy machine gun]] is seen mounted on a vehicle. Recker also uses it to engage Russian ground forces.&lt;br /&gt;
[[Image:Kord 02.jpg|thumb|400px|none|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[Image:BF4KORD01.jpg|thumb|600px|none|Kord mounted on a vehicle.]]&lt;br /&gt;
[[Image:BF4KORD03.jpg|thumb|600px|none|Kord mounted on a train.]]&lt;br /&gt;
[[Image:Bf4 kord 2.jpg|thumb|600px|none|Recker firing the Kord at enemy infantry.]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The M102 105mm howitzer is mounted on AC-130 gunship.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|none|500px|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
&lt;br /&gt;
==Metal Storm Technology Demonstrator==&lt;br /&gt;
A turret utilizing the [[Metal Storm weapons|Metal Storm]] technology, called Schipunov 42 for some reason, is accessible in the Final Stand DLC maps, functioning like a big shotgun that can take out infantry, light vehicles, and low flying choppers. It is based closely on the &amp;quot;Bertha&amp;quot; one million rpm concept demonstrator: this is a little strange, since &amp;quot;Bertha&amp;quot; was never intended to be a practical weapon system. It fires off four volleys before having to reload.&lt;br /&gt;
[[Image:Bertha.jpg|thumb|none|400px|Metal Storm 36-barrel &amp;quot;Bertha&amp;quot; Rig - 9mm preloaded barrel]]&lt;br /&gt;
[[Image:BF4MetalStorm01.jpg|thumb|none|600px|The business end of the &amp;quot;Schipunov 42&amp;quot; Metal Storm turret.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is seen mounted on Desert Patrol Vehicles (DPV) and AAVP7A1 amphibious transports.&lt;br /&gt;
[[Image:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BF4MK1901.jpg|thumb|none|600px|DPV mounting a Mk 19.]]&lt;br /&gt;
[[Image:BF4MK1902.jpg|thumb|none|600px|Using the Mk 19 on a DPV.]]&lt;br /&gt;
[[Image:BF4MK1903.jpg|thumb|none|600px|Firing the Mk 19 on a AAVP7A1.]]&lt;br /&gt;
[[Image:BF4MK1904.jpg|thumb|none|600px|Mk 19 on a AAVP7A1.]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
The [[M61 Vulcan#M61 Vulcan|M61 Vulcan]] appears in the game on Phalanx CIWS and C-RAM installation.&lt;br /&gt;
[[Image:M61vulcan.jpg|thumb|none|400px|M61 Vulcan - 20mm]]&lt;br /&gt;
[[Image:BF4M6101.jpg|thumb|none|600px|M61 Vulcan on a Phalanx CIWS]]&lt;br /&gt;
&lt;br /&gt;
==Mystery Chinese Attack Chopper Nose Cannon==&lt;br /&gt;
It's a mystery, and everyone loves those.&lt;br /&gt;
[[Image:BF4CHnosegun01.jpg|thumb|none|600px|Cannon mounted on the nose of a Chinese attack chopper.]]&lt;br /&gt;
&lt;br /&gt;
==Mystery Chinese IFV Cannon==&lt;br /&gt;
It's a mystery, and everyone loves those.&lt;br /&gt;
[[Image:BF4CHIFVgun01.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:BF4CHIFVgun02.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==NSVT Heavy Machine Gun==&lt;br /&gt;
The [[NSV|NSVT Heavy MG]] appears on Russian T-90 tanks that can be controlled remotely from the inside of the tank. It should be noted that only early versions of the T90 used the NSVT in real life; it has since been replaced by the [[Kord]] heavy machine gun.&lt;br /&gt;
[[Image:6U6 NSV 02.jpg|thumb|none|400px|Tripod-mounted NSV HMG with ammo box and belt - 12.7x108mm]]&lt;br /&gt;
[[Image:BF4NSV01.jpg|thumb|none|600px|NSV mounted on a T-90 tank.]]&lt;br /&gt;
[[Image:BF4NSV02.jpg|thumb|none|600px|A closer image of the NSVT machine gun. It is one of the lesser detailed weapons in the game.]]&lt;br /&gt;
&lt;br /&gt;
==QJZ-89==&lt;br /&gt;
The QJZ-89 is mounted as coax machine gun with the main gun on the Chinese T-99 MBT. It is also mounted on top of the Chinese buggies.&lt;br /&gt;
[[Image:BF4TQJZ8901.jpg|thumb|600px|none|QJZ-89 on a buggy.]]&lt;br /&gt;
[[Image:BF4QJZ8902.jpg|thumb|600px|none|Mounting a QJZ-89.]]&lt;br /&gt;
&lt;br /&gt;
==Shipunov 2A42==&lt;br /&gt;
During the gameplay video, Recker's squad is being chased and shot at by an Mi-28 Havoc armed with a [[Shipunov 2A42]] autocannon.&lt;br /&gt;
[[Image:Shipunov 2A42.jpg|thumb|400px|none|Shipunov 2A42 30mm automatic cannon - 30x165mm.]]&lt;br /&gt;
[[Image:Bf4 shipunov2A42.jpg|thumb|600px|none|Mi-28 with a Shipunov 2A42.]]&lt;br /&gt;
[[Image:BF42A4202.jpg|thumb|600px|none|Close up of the Mi-28 with a Shipunov 2A42.]]&lt;br /&gt;
[[Image:BF42A4203.jpg|thumb|600px|none|Close up BTR-90 with a Shipunov 2A42.]]&lt;br /&gt;
&lt;br /&gt;
== Type-85 Heavy Machine Gun==&lt;br /&gt;
The [[Type 85 heavy machine gun]] is mounted as an remote controlled machine gun on the Type 99 MBT.&lt;br /&gt;
[[Image:w-85.jpg| thumb|none|400px|Type 85 heavy machine gun 12.7x108mm with tripod and ammo box]]&lt;br /&gt;
[[File:BF4T8501.jpg|thumb|600px|none|Type 85 heavy machine gun on a Type 99 tank.]]&lt;br /&gt;
&lt;br /&gt;
== Type 87==&lt;br /&gt;
Four Type 87 autocannons, a 25mm Chinese-made copy of the Russian [[ZU-23]], are mounted on the Type-95 Mobile AA.&lt;br /&gt;
[[Image:ZU-23.jpg|thumb|none|400px|Type 87 25mm]]&lt;br /&gt;
[[File:BF4T8701.jpg|thumb|600px|none|Chinese Mobile AA mounting Type 87 guns.]]&lt;br /&gt;
&lt;br /&gt;
=Misc=&lt;br /&gt;
&lt;br /&gt;
==Type 73 Light Machine Gun==&lt;br /&gt;
&lt;br /&gt;
On the Dragon's Teeth DLC Multiplayer &amp;quot;Propaganda&amp;quot; set in Pyongyang, the North Korean Type 73 machine gun can be seen on various locations around the map, as actual North Korean propaganda features the weapon quite often.&lt;br /&gt;
[[File:Type73LMG.jpg|thumb|none|400px|Type 73 Light Machine Gun 7.62x54mm R]]&lt;br /&gt;
[[Image:BF4_Type_73.jpg|thumb|none|600px|Type 73 propaganda in-game as viewed through the optics of the Chinese Type 99 MBT.]]&lt;br /&gt;
&lt;br /&gt;
==Rorsch Mk-1 Railgun==&lt;br /&gt;
&lt;br /&gt;
The only truly fictional firearm in the game, the Mk-1 is a Railgun made by fictional manufacturer Rorsch who would later make the Rorsch Mk-S8 fixed railgun emplacement seen in ''Battlefield: 2142'', which the Final Stand DLC is a prequel to; it is a Battle Pickup that can be found at certain locations on the Final Stand maps.. The stock portion of the rifle notably resembles the AW series, with the thumbhole stock, stock pad and spacers, location for the monopod, and general shape. According to its description it fires heavy sabot rounds, and while they have an extremely high velocity as one would expect from a railgun, they are not technically hitscan. The gun is single shot and once the trigger is pulled the gun must charge up for a full second before firing; it will kill infantry with one hit with a small blast radius, and does respectable damage to heavy vehicles. For reloading the user flicks a switch just forward of the trigger (presumibly a sort of circuit breaker that automatically trips after a round is fired, for safety), then presses a button on the top cover causing it to open and eject the spent casing, inserts a new round, closes the top cover, and readies the gun by using the charging handle on the left side. The gun's electronic scope, which also houses a blue laser sight, is mounted to a standard attachment rail on the top cover, while several other unused rails appear on the gun as well.&lt;br /&gt;
&lt;br /&gt;
[[File:AI L115A3.jpg|thumb|none|400px|Accuracy International AWM-F - .338 Lapua]]&lt;br /&gt;
[[File:Rorsch Mk-1.jpg|thumb|none|400px|Rorsch Mk-1 - Heavy sabot railgun rounds]]&lt;br /&gt;
[[Image:BF4Railgun03.jpg|thumb|none|600px|The Mk-1's heavy sabot round can be seen just below the battery, which resembles a magazine. The handguard appears to have been taken from the M60E4 as well.]]&lt;br /&gt;
[[Image:BF4Railgun01.jpg|thumb|none|600px|A soldier holding the Rorsch Mk-1.]]&lt;br /&gt;
[[Image:BF4Railgun02.jpg|thumb|none|600px|A sling attachment point can be seen near the rear of the barrel assembly, and the safety is above the trigger.]]&lt;br /&gt;
[[Image:BF4Railgun06.jpg|thumb|none|600px|The casing being ejected.]]&lt;br /&gt;
[[Image:BF4Railgun04new.jpg|thumb|none|600px|A good view of the heavy sabot round.]]&lt;br /&gt;
[[Image:BF4Railgun05new.jpg|thumb|none|600px|The player character closes the top cover.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: War]]&lt;br /&gt;
[[Category: Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=964833</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=964833"/>
		<updated>2015-09-29T15:32:59Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Walther PPK */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2.&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PSN&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Payday 2''' is the sequel to [[Payday: The Heist]]. As with the first game, players may join up to three others in a spree of robberies and other heists to earn money. Payday 2 noticeably features many changes from the first game, among other things the new skill tree. Each of the five trees (the '''Mastermind''', '''Enforcer''', '''Technician''', '''Ghost''', and '''Fugitive''') focuses on differing specializations, though unlike the first game do not grant new weapons for level ups (aside from special examples like the portable saw). Weapons are instead unlocked to purchase by leveling up, which now is done with experience points instead of money. Money is used to buy new weapons, modifications, and masks, though it is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and addons.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
&lt;br /&gt;
The game operates with the heister moving in with 2 weapons, and 2 weapons only. A primary and a secondary. Primaries consist of assault rifles, shotguns, and marksman rifles. Secondaries consist of pistols, machine pistols, and bizarrely, a few chopped down variants of some shotguns and assault rifles. Players can take ammo from enemies, but not weapons, ala [[SWAT 4]] and other such tactical shooters.&lt;br /&gt;
&lt;br /&gt;
Each weapon has its own customization options, though some like the Glock 17 barely have any and others like the M4A1 may have much more than others. In addition to shared items like suppressors, weapons also have their own sets of unique addons, such as extended magazines or different finishes or grips. Mods can be removed from these weapons for no charge, and the mod in question will not be lost, merely returned to the player's inventory. However, re-adding it will again require money.&lt;br /&gt;
&lt;br /&gt;
In addition to this, owners of the Gage Weapon Pack #1 DLC will be allowed to change the firing mode between fully automatic and semi-automatic on all applicable weapons, and unlock access to special addons that enable locking a weapon permanently in one fire mode. Owners of the Gage Weapon Pack #2 DLC will also have access to the machine guns as well as new knives. Owners of the Gage Mod Courier DLC will also be able to unlock a special set of modifications that are otherwise unobtainable. As a bonus, the pack also comes with extra reticles and colors for all sights, though players without the DLC will still be able to use all the colors and a few of the new reticles. In addition, every weapon DLC pack since (and a few heist DLCs) have had even more new guns and melee weapons, and have begun to lock weapon addons to specific achievements rather than random drops. Finally, a noteworthy addition from the Gage Shotgun Pack DLC is the option to use different shell types for any of the game's shotguns. All firearms in Payday 2 are capable of performing a &amp;quot;tactical reload&amp;quot; (i.e. reload when the magazine isn't emptied) in addition to the &amp;quot;dry&amp;quot; animation, though as is common with most contemporary non-tactical shooters, none of them retain the round currently in battery, meaning there is no &amp;quot;one round in the chamber&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As a final addition, starting with the October 22, 2014 patch, players with a specific skill set are also allowed to replace their primary with two dual-wielded pistols, though this obviously comes with penalties to aiming and recoil and can currently can only be done with a few pistols. Dual-wielding can be done by any player with enough perks in the Hitman perk deck unlocked, or by players who have the Akimbo skill from the Fugitive tree&lt;br /&gt;
&lt;br /&gt;
As of Update #65 (The first person animation update) All base game guns (except for the Bronco .44) and some DLC weapons have received new first person animations, most notably new reloading animations. Also with this update magazines now actually have fully modeled bullets in them, on top of that, it's is possible to see the bullets in the transparent magazines of weapons such as the JP36, Commando 553, Kobus 90 etc.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot; and is unlocked at reputation level 6, and has an incorrect 14-round magazine. Presently, it is one of the seven pistols that can be dual-wielded. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
===Beretta 92FS Centurion Akimbo===&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion akimbo -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Beretta 92FS Centurion Akimbo&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Beretta 92FS Centurion Akimbo&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Beretta 92FS Centurion Akimbo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Steyr_TMP#Brügger &amp;amp; Thomet MP9|B&amp;amp;T MP9]] appears as the &amp;quot;CMP&amp;quot; and is unlocked at reputation level 19, in reference to the Steyr TMP lookalike in the Nintendo 64 title ''Perfect Dark''. It has an unfortunate niche in the stat rankings where it's not able to muster enough brawn to plug heavier SWAT in single headshots, but isn't quite small enough to pocket for stealth tasks either. What makes it such a hidden gem are the terrific accuracy and stability for its fire rate, which mean that it can put three rounds into a helmet where other SMGs could only place one before jumping off mark. The quick reload, deep ammo pool and agreeable hipfire performance are just further perks.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|350px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only crimp is the missing fire selection dial. It'd normally sit near the magazine release in thumb's reach, but this one uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the grip. The &amp;quot;Solid Stock&amp;quot; comes standard in the MP9N-A4 model, the 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The last one in the bunch come along only recently in the Butcher's Mod Pack.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off the night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too fast to use over a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with an optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got their shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is. The sidearms carried by FBI Heavy Response Shields didn't have to conform to that change.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in-game as the &amp;quot;Chimano 88 Pistol&amp;quot;. It is the default secondary weapon, and is rather weak though holds a fairly large 17-round magazine. Originally it could only use one of three suppressors, though a few more compatible parts have been added in patches. It is one of seven pistols that can be dual-wielded&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 Generation 3 - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Glock 17 Gen 3 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Glock 17 Gen 3 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C Generation 3==&lt;br /&gt;
The [[Glock 18|Glock 18C Generation 3]] is unlocked at reputation level 29 and, as in the first game, is known as the &amp;quot;STRYK 18c.&amp;quot; It still features a high rate of fire, low power, and low accuracy and comes with a 20-round magazine and tan frame and slide.  Notably, it is one of 3 select-fire capable guns in the game that does not get the fire-mode locking mods.&lt;br /&gt;
[[file:Glock18c_01-1-.jpg|thumb|none|350px|Glock 18C Generation 3 - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C Generation 3==&lt;br /&gt;
The [[Glock 22|Glock 22C Generation 3]] appears as a new gun added in the Election Day update (3/20/2014) and is named the &amp;quot;Chimano Custom&amp;quot;, with the website render marking it as a .40 S&amp;amp;W model. It has a default magazine of 16 rounds and can be modified in most of the same ways as the Glock 18. It has a unique red front sight and a flared magazine well and an identical-colored frame to the Glock 18C. The Custom becomes a Glock 35 if equipped with the Long Slide modification. This is one of the seven pistols that can be dual-wielded&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22C Generation 3 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26==&lt;br /&gt;
On the seventh day of the Crimefest release parade (October 22nd 2014), ''[[John Wick]]'' himself jumped aboard and brought his trusted [[Glock 26]] along for the ride. Called the '''Chimano Compact''', it tries to fill the same &amp;quot;high-capacity 9x19mm&amp;quot; role as the Beretta 92. It can stand up to it in terms of damage output and has a trivial recoil advantage, but otherwise lags a little behind on all fronts, especially so with the &amp;quot;high-capacity&amp;quot; bit. Unlocked at level 36, the $605,000 price tag is a little hard to swallow for what it is. It's also the first of the seven pistols which have separate akimbo variants classed as primary weapons.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied Glock 26. Overkill correctly set it to carry 10 rounds at a time, but didn't account for the potential extra bullet or two inside the moulded magazine extension.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch stealth rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was devised at an in-house &amp;quot;Chimano Custom Shop&amp;quot; instead. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the cute US flag on the upgraded slide.]]&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Tactical|Heckler &amp;amp; Koch USP Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot; and is automatically unlocked for purchase by joining the Payday 2 Official Steam Group. It is decently powerful and holds a 13-round magazine. It is one of seven pistols that can be dual-wielded (along with all variants below)&lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP Tactical - .45 ACP.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Expert==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Expert|Heckler &amp;amp; Koch USP Expert]] is used if the USP Tactical is equipped with the Expert Slide modification. &lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Match==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Match|Heckler &amp;amp; Koch USP Match]] is used if the USP Tactical is equipped with the Match Slide modification. This noticeably changes the color of the USP's slide and darkens the frame slightly&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Match -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Match -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the LEO pistol as part of the Butcher DLC along with the VHS-D2 rifle. Initially a Croatian design (as the HS2000), it has an 19-round magazine, which is correct for the 9mm version.The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; -.45 ACP with 4.5 inch barrel.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM holding.jpg|thumb|none|600px|The player holds the &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM aim.jpg|thumb|none|600px|The player aims to &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert_Eagle#Desert_Eagle_Mark_XIX|IMI Desert Eagle Mark XIX]] appears under its popular nickname of &amp;quot;Deagle&amp;quot; and is unlocked at reputation level 36. It is exceptionally powerful and holds an incorrect 10-round magazine. It is one of the seven pistols that can be dual-wielded&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE.]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
===IMI Desert Eagle Mark XIX Akimbo===&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX akimbo -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;IMI Desert Eagle Mark XIX Akimbo&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Desert Eagle Mark XIX Akimbo&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;IMI Desert Eagle Mark XIX Akimbo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 20 rounds by default and operates in strange ways uncharacteristic of the real TEC-9. &lt;br /&gt;
&lt;br /&gt;
The in-game weapon fires from a closed bolt, meaning that it was based on the US-import KG-9 model which was a forced redesign by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully automatic. This also suggest that the Blaster was based partly on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Intratec TEC-9 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Intratec TEC-9 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Intratec TEC-9&amp;quot;. Note the closed bolt which is '''not''' a native feature of the baseline TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec AB-10==&lt;br /&gt;
The [[Intratec AB-10]] is used if the TEC-9 is equipped with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;==&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 &amp;quot;Broomhandle&amp;quot;]] appears as the &amp;quot;Broomstick&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. The &amp;quot;Broomstick&amp;quot; has a rather high damage, but is hindered by its 10 round magazine.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1-mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 carbine \ Mauser C96 &amp;quot;Broomhandle&amp;quot; Hybrid==&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 carbine]] appears if the &amp;quot;Broomstick&amp;quot; is modified with the Precision Barrel and Holster Stock.&lt;br /&gt;
[[file:C96carbine.jpg|thumb|350px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] appears as the &amp;quot;Signature .40&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. In-game it does the same amount of damage as the Crosskill(Springfield Armory 1911 Lightweight Operator), but most, if not all, of its stats are better compared to the Crosskill. By default, the P226 holds 12 rounds and its extended magazine unusually has no concealment penalty (unlike those for most weapons)&lt;br /&gt;
[[file:P226R.jpg|thumb|none|300px|SIG-Sauer P226R - 9x19mm, The one in-game is a .40 S&amp;amp;W model]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army==&lt;br /&gt;
The [[Single Action Army]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot; and is part of the Butcher's Western Pack DLC. By default it is the 7.5&amp;quot; &amp;quot;Cavalry&amp;quot; model, but the &amp;quot;Shootout Barrel&amp;quot; and &amp;quot;Precision Barrel&amp;quot; modifications turn it into the 5.5&amp;quot; &amp;quot;Artillery&amp;quot; and 12&amp;quot; &amp;quot;Buntline Special&amp;quot; models respectively. When firing the weapon, the player character will fan the hammer. The Single Action Army cannot be modified with other modifications, limited only to the two barrels stated above, a stock, and a pistol grip modification.&lt;br /&gt;
&lt;br /&gt;
The in-game revolver operates in strange and bizarre ways not seen on the real Single Action Army. The weapon is absurdly powerful for an antique revolver of this caliber, massively dwarfing the Bronco .44 and Deagle in stopping power despite both of them faring the other way around in reality. The extractor rod on the Peacemaker is also never used to remove spent cartridges, the player character simply opens the loading gate and puts in fresh rounds, the fired casings, if any, will fall out on their own.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|350px|thumb|none|Colt Single Action Army w/ 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model. - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00006.jpg|600px|thumb|none|Right side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00007.jpg|600px|thumb|none|Left side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00027.jpg|600px|thumb|none|Drawing the Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00029.jpg|600px|thumb|none|7.5&amp;quot; Single Action Army in idle]]&lt;br /&gt;
[[File:2015-05-07 00031.jpg|600px|thumb|none|Iron sights]]&lt;br /&gt;
[[File:2015-05-07 00033.jpg|600px|thumb|none|Opening the loading gate]]&lt;br /&gt;
[[File:2015-05-07 00036.jpg|600px|thumb|none|Loading a round in, note how the player character never seem to remove the spent cartridges with the extractor rod, they just pop out of the chamber on their own and fresh bullets are then loaded. Also note the hammer in fully cocked a.k.a. &amp;quot;ready-to-fire&amp;quot; position, which is not a very safe thing considering the activity in question.]]&lt;br /&gt;
[[File:2015-05-07 00038.jpg|600px|thumb|none|Snapping the loading gate closed, yeah I winced too.]]&lt;br /&gt;
[[File:2015-05-07 00054.jpg|600px|thumb|none|Pistol whipping with the Single Action Army]]&lt;br /&gt;
[[File:2015-05-09 00030.jpg|600px|thumb|none|A Modified &amp;quot;Cavalry&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|350px|thumb|none|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips]]&lt;br /&gt;
[[File:PAYDAY2SingleActionArmyArtilleryPreview.jpeg|600px|thumb|none|Right side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00010.jpg|600px|thumb|none|Left side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00057.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00058.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00024.jpg|600px|thumb|none|A Modified &amp;quot;Artillery&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|350px|thumb|none|Colt Single Action Army w/ 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot;.]]&lt;br /&gt;
[[File:2015-05-08 00011.jpg|600px|thumb|none|Right side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00012.jpg|600px|thumb|none|Left side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00066.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00067.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00023.jpg|600px|thumb|none|A Modified &amp;quot;Buntline Special&amp;quot; Single Action Army]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] is unlocked at reputation level 2, and is much more customizable than the starting Glock. It is named the &amp;quot;Crosskill&amp;quot; as it was in the first game and has an incorrect 10-round magazine. It is one of the four pistols that can be dual-wielded&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
===Springfield Armory 1911 Lightweight Operator Akimbo===&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Springfield Armory 1911 Lightweight Operator Akimbo&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory 1911 Lightweight Operator Akimbo&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory 1911 Lightweight Operator Akimbo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, again known as the &amp;quot;Bronco .44&amp;quot; but now featuring its full-length barrel by default. It holds 6 rounds and is unlocked at reputation level 6, and is massively powerful. As of Update 13, street cops can use this devastating weapon. It is also notably used by the female FBI Agent enemies in the Hoxton Breakout heist and some mobsters in the Hotline Miami heist&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum.]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as a Crimefest community milestone reward, for having 1 million members in the Payday 2 Steam group. It shoots the .410 Bore and holds 5 shells, and is classed by the game as a shotgun, so handgun skills have no effects on it. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the space between the barrel and cylinder&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/45 Long Colt]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Taurus 4510PLYFS&amp;quot;.The hole on the hammer is in fact the keyhole of Taurus' patented Revolver Security System.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PP==&lt;br /&gt;
Modifying a Walther PPK with the Long Slide turns it into a [[Walther_PP_Pistol_Series#Walther_PP|Walther PP]].&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP.]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|In-game model.]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|In-game model.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- holding.jpg|thumb|none|600px|The player holds the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- aim.jpg|thumb|none|600px|The player aims the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 1.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- mele.jpg|thumb|none|600px|Stock attack of the Walther PP.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 1.jpg|thumb|none|600px|A Walther PP with red dot sight and suppressor.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 2.jpg|thumb|none|600px|A Walther PP with red dot sight, tactical light, and IPSC compensator.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
The [[Walther_PP_Pistol_Series#Walther_PPK|Walther PPK]] is available for purchase with the Armored Transport DLC and is known as the &amp;quot;Gruber Kurz&amp;quot; pistol. It is fairly weak but easy to conceal and incorrectly holds 14 rounds. It was the first handgun in the game to be able to use a laser without needing anything in the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M==&lt;br /&gt;
The Mateba 2006M was added into the game with the Alesso Heist DLC. It's called Matever .357 in game, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell Stand Alone Complex]].  It's chambered in .357 magnum and holds a correct 6 rounds.&lt;br /&gt;
[[File:Mateba 2006.jpg|thumb|360px|none|Mateba 2006M - .357 Magnum]]&lt;br /&gt;
[[File:Mateba 2006M PD2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Mateba 2006M ingame PD2.jpg|thumb|none|600px|The Player holding the Mateba 2006M]]&lt;br /&gt;
[[File:Mateba 2006M reload PD2.jpg|thumb|none|600px|Reloading the Mateba. Notice the unusual cylinder placement]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45]] is named the &amp;quot;Swedish K SMG&amp;quot; in game and holds a 40-round magazine, though is inaccurate and carries only 80 total rounds. It is available for purchase to anyone who owns the Armored Transport DLC.&lt;br /&gt;
&lt;br /&gt;
The in-game weapon is based on the military version of the M/45, as evident by the lack of a fire selector.&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|350px|none|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎.]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as the &amp;quot;Jacket's piece&amp;quot; and is unlocked for purchase by buying the Jacket Character Pack. It holds 32 rounds and has a foregrip.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD M11/9 SMG with folding stock - 9x19mm]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN_P90#P90_TR|FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has the highest magazine size of any secondary, but only comes with a total of two mags. If the long barrel mod is put on the gun, it will resemble the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|350px|FN P90 TR - 5.7x28mm.]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|350px|FN PS90 - 5.7x28mm.]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:P90 PD2 modified left.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
[[file:P90 PD2 modified right.jpg|thumb|none|600px|Modded]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used only by some NPCs, namely the GenSec Elite SWAT and the Murkywater PMC enemies. It is unavailable for player use at the present time&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|350px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Payday2_GenSecElites.jpg|thumb|none|600px|One of GenSec Elite SWAT officer hold UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5A4|Heckler &amp;amp; Koch MP5A4]] returns from Payday: The Heist, again known as the &amp;quot;Compact-5&amp;quot; and still in use by some SWAT units. It is unlocked at reputation level 13 and can be changed, via the combination of different mods, into the MP5A5, MP5/10, MP5SD5, MP5SD6 or MP5KA4. The Cloaker enemy has a MP5/40 with various mods that only they can use, as of update 61 however, it's possible to use the MP5 with 10mm ammo. The actual weapon is not converted into a MP5/10 however, as it lacks the bolt release and the magazines aren't proprietary HK mags.&lt;br /&gt;
[[file:H&amp;amp;KMP5A4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A4 - 9x19mm.]]&lt;br /&gt;
[[Image:Heckler and Koch MP510.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[file:H&amp;amp;KMP5A5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A5 - 9x19mm.]]&lt;br /&gt;
[[file:H&amp;amp;K-MP5SD5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5SD5 - 9x19mm.]]&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm.]]&lt;br /&gt;
[[file:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A4 - 9x19mm.]]&lt;br /&gt;
[[File:MP5A4 PD2 left.jpg|thumb|none|600px|MP5A4.]]&lt;br /&gt;
[[File:MP5A4 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A5 PD2 left.jpg|thumb|none|600px|MP5A5.]]&lt;br /&gt;
[[File:MP5.10 PD2 left.jpg|thumb|none|600px|MP5/10.]]&lt;br /&gt;
[[File:Payday2_Cloaker%27sMP540.jpg|thumb|none|600px|The unique MP5/10 wielded by the Cloaker enemy. Didn't help him much...]]&lt;br /&gt;
[[File:Payday2_CloakersMP540_3.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5SD5 PD2 left.jpg|thumb|none|600px|MP5SD5.]]&lt;br /&gt;
[[File:MP5SD6 PD2 left.jpg|thumb|none|600px|MP5SD6.]]&lt;br /&gt;
[[File:MP5KA4 PD2 left.jpg|thumb|none|600px|MP5KA4.]]&lt;br /&gt;
[[file:MP5A4 PD2 idle.jpg|thumb|none|600px|Holding the MP5A4.]]&lt;br /&gt;
[[file:MP5A5 PD2 Iron sights.jpg|thumb|none|600px|Iron sights of the MP5A5.]]&lt;br /&gt;
[[file:MP5SD6 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5SD6.]]&lt;br /&gt;
[[file:MP5.10 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5/10.]]&lt;br /&gt;
[[file:MP5KA4 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5KA4. Instead of slapping the bolt it's instead gently pushed down.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[ MP7 | Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;Spec Ops&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. It comes with its 20-round magazine by default&lt;br /&gt;
[[file:MP7A2.jpg‎|thumb|none|350px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 30 rounds and comes equipped with the distinctive &amp;quot;K&amp;quot; foregrip by default.&lt;br /&gt;
[[file:Uzi-1.jpg|thumb|none|350px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the Yakuza Character Pack.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Reloading. Note how there is no bullet in the chamber.]]&lt;br /&gt;
[[File:Micro Uzi PD2 left modified.jpg|thumb|none|600px|Modified]]&lt;br /&gt;
[[File:Micro Uzi PD2 right modified.jpg|thumb|none|600px|Modified]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] is known as the &amp;quot;Mark 10&amp;quot; and is unlocked at reputation level 2. It has an incorrect magazine size of 40 rounds in a 20 rounds magazine.&lt;br /&gt;
[[file:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - .45 ACP.]]‎&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz.61 Skorpion==&lt;br /&gt;
The [[Sa. Vz.61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. Its &amp;quot;Extended Magazine&amp;quot; modification is odd, increasing the magazine size from 20 to 40 rounds despite simply being a second magazine attached to the side of the first one&lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A1==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A1]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It also holds an incorrect 20 bullets in standard magazine, but the weapon is the most powerful SMG.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|350px|Sterling Mk. IV Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 3.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L34A1==&lt;br /&gt;
The [[Sterling SMG|Sterling L34A1]] is used if the Sterling L2A1 is equipped with the &amp;quot;Supressed Barrel&amp;quot; modification. Like the Sterling L2A1, it incorrectly holds 20 rounds which can be modified to the full 30. &lt;br /&gt;
[[file:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|350px|Sterling L34A1 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928A1==&lt;br /&gt;
The [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|Thompson M1928A1]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that does not get the fire-mode locking mods.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|350px|Thompson M1928A1 - .45 ACP]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the &amp;quot;Thompson M1928A1&amp;quot;. Note how the charging handle isn't locked back when the reload is started, which in reality would make the &amp;quot;L&amp;quot; drum unable to be removed.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1-reloading 2.jpg|thumb|none|600px|The player reloads the &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The KRISS Vector was added with the Gage Ninja Pack DLC. It's called Kross Vertex in game. It can be modified with a long barrel to make it resemble the Vector CRB, which is the civilian semi-auto only variant. The weapon also has its own unique suppressor. Ingame, the weapon uses the 30 round magazine and is chambered in .45 ACP.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|350px|KRISS Vector - .45 ACP.]]&lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the actual bolt release isn't pressed, instead the surface underneath is.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5]] family appears as the '''AK5''', all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best - which isn't stellar. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|350px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model. One of the less popular rifles.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5B]]. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|350px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Cesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;. Decorated here with a yellow laser module and a fancy polymer magazine.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN_FNC#FN_FNC|FN Herstal FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the FN Ak's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M4/M4A1_Carbine#M4.2FM4A1_Carbine|Colt M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up ironsights by default. It is frequently used by law enforcers and holds 30 rounds, without any magazine modifications. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a different location for mounting a laser pointer. As in the first Payday, this weapon is still used by SWAT Snipers, despite there being more appropriate weapon models available&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|350px|Colt M4A1 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Colt M4A1 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Colt M4A1 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16#M16A4_Rifle|Colt M16A4]] with a short barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20 rounds magazine. It can be equipped with an M16A1 handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|350px|none|Colt M16A4 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Colt M16A4 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Colt M16A4 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the '''AMCAR''', the very first primary weapon. Its damage output is outright miserable compared to every other long arm and little can be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|350px|none|Colt Model 733 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified AMCAR, aside from the magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its dismal damage puts the AMCAR closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the AMCAR's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[Enfield_L85_rifle_series#L85A2|Enfield L85A2]] was added alongside the ''Clover Character Pack'' as the &amp;quot;Queen's Wrath&amp;quot;.  Notably, it is the only select-fire capable primary (and one of three select-fire guns available in the entire game) that does not get the fire-mode locking mods. By default it holds 30 rounds and has a very long reload time&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|350px|Enfield L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS#FAMAS_F1|FAMAS F1]] appears as the &amp;quot;Clarion&amp;quot; rifle and is unlocked for purchase by buying the Gage Assault Pack DLC. It incorrectly holds 30 rounds.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|350px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS#FAMAS_G2|FAMAS G1]] is used if the &amp;quot;G2 Grip&amp;quot; is equipped to the FAMAS F1 (Before Update #37, &amp;quot;G2 Grip&amp;quot; is called &amp;quot;Retro Grip&amp;quot; although the FAMAS G1 is newer model of FAMAS F1). Like FAMAS F1, It incorrectly holds 30 rounds.&lt;br /&gt;
[[file:FAMAS F2.jpg|thumb|none|350px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from FAMAS F1]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 holding.jpg|thumb|none|600px|The player holds the &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 aim.jpg|thumb|none|600px|The player aims to &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN Herstal FAL==&lt;br /&gt;
The [[FN_FAL#FN_FAL|FN Herstal FAL]] appears as the &amp;quot;Falcon&amp;quot; rifle and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. Notably, the FAL was the first weapon to have its accessories linked to DLC achievements rather than random drops&lt;br /&gt;
[[File:FN_FAL_50_00.jpg|thumb|none|350px|FN Herstal FAL - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:FalconRifle1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_fal_2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:FalconRifle2.jpg|thumb|none|600px|Modified Version of the &amp;quot;FN Herstal FAL&amp;quot;.]]&lt;br /&gt;
[[File:FalconRifle3.jpg|thumb|none|600px|Modified Version of the &amp;quot;FN Herstal FAL&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The FAL can become a [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] by the &amp;quot;CQB Foregrip&amp;quot; &amp;quot;Tactical Grip&amp;quot; and &amp;quot;CQB Stock&amp;quot; modification.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|350px|DSA SA58 OSW - 7.62x51mm NATO.]] &lt;br /&gt;
[[File:FalconRifle4.jpg|thumb|none|600px|Modified Version of the &amp;quot;FN Herstal FAL&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Romat==&lt;br /&gt;
Attaching the &amp;quot;Retro Foregrip&amp;quot; to the FAL allows it to impersonate the [[FN_FAL#IMI_Romat|IMI Romat]] (although the FAL buttstock and barrel remain the same). &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|350px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL.jpg.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL_2.jpg.jpg|thumb|none|600px|In-Game Variants.]] &lt;br /&gt;
&lt;br /&gt;
==FN Herstal SCAR-H==&lt;br /&gt;
The [[FN_SCAR#FN_SCAR-H|FN SCAR-H STD]] appears as the &amp;quot;Eagle Heavy&amp;quot; rifle and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a modified stock is used by some Murkywater PMC enemies&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|350px|FN SCAR-H STD - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Reloading. For some reason the charging handle doesn't lock back, so instead it's pulled to chamber a new round. In the original animation the bolt release was used instead.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version. Note that the rail extension is for an AR-15 and not the SCAR platform.]]&lt;br /&gt;
[[File:SCAR-H PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3]] appears as the &amp;quot;Gewehr 3&amp;quot; rifle and is available to purchase for owners of the Gage Assault Pack DLC. It holds 20 rounds and has a long reload time, and can be made to resemble a PSG-1 with the correct parts&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|350px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_g3_2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_g3.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
The [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36K|Heckler &amp;amp; Koch G36K]] makes an appearance as the '''JP36''', unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy and a deep 180 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|350px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this JP is a KV. The proportions are a little off and the barrel is a different length, hinting that it might've been modeled from an airsoft cousin.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination folding-collapsing H&amp;amp;K stock, the fake vent holes on the foregrip texture and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
&lt;br /&gt;
===H&amp;amp;K G36C===&lt;br /&gt;
Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36C|G36C]].&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|350px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the Dragan Character Pack DLC, much like the L85 was part of Clover's DLC. It is known internally as the &amp;quot;Lion's Roar&amp;quot;, has a high rate of fire and overall good stats, though it has a long reload time and if unmodified, high recoil.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|350px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 holding.jpg|thumb|none|600px|The player holds the &amp;quot;HS Produkt VHS-D2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 aim.jpg|thumb|none|600px|The player aims to &amp;quot;HS Produkt VHS-D2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;HS Produkt VHS-D2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;HS Produkt VHS-D2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;HS Produkt VHS-2&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;HS Produkt VHS-D2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;HS Produkt VHS-D2&amp;quot;.]]&lt;br /&gt;
==HS Produkt VHS-K2==&lt;br /&gt;
The Lion's Roar becomes the HS Produkt VHS-K2 when equipped with the Short Barrel.&lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|350px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the Gage Assault Pack DLC. It incorrectly holds 30 rounds and is shown with an unusable bipod extended&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|350px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:Payday2_galil_2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_galil.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil MAR==&lt;br /&gt;
The [[Galil#Galil MAR|7.62mm variants of IMI Galil MAR]] is used if the Galil ARM is equipped with the &amp;quot;CQB Foregrip&amp;quot; and &amp;quot;Skeletal Stock&amp;quot; modification. Like Galil ARM, It incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil_m.jpg|thumb|none|350px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilmar.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_galilmar_2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil Sniper Rifle==&lt;br /&gt;
The [[Galil#Galil Sniper Rifle|IMI Galil Sniper Rifle]] is used if the Galil ARM is equipped with the &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; modification. Like Galil ARM, It incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|350px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilsniper.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_galilsniper_2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMS==&lt;br /&gt;
The [[AKMS|Izhmash AKMS]] appears as the &amp;quot;AK.762&amp;quot; and is unlocked at reputation level 16. Holds 30 rounds and less total ammunition than the AK-74. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|350px|Izhmash AKMS - 7.62x39mm.]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMS previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMS previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2IzhmashAKMSreloading2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Izhmash AKMS variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMSU==&lt;br /&gt;
A variant on the [[AKMSU|Izhmash AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a secondary weapon, rather than a primary like the other two Kalashnikov rifles.&lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|350px|Izhmash AKMSU - 7.62x39mm.]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMSU previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMSU previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKS-74==&lt;br /&gt;
The [[AKS-74|Izhmash AKS-74]] is the second primary weapon unlocked, at reputation level 1. It appears simply as the &amp;quot;AK&amp;quot; and holds 30 rounds.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|350px|Izhmash AKS-74 - 5.45x39mm.]]&lt;br /&gt;
[[File:Payday2 izhmash AKS-74 previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 izhmash AKS-74 previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Izhmash AKS-74 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKS-74 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec Sub 2000==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the Sub 2000 appears as the '''Cavity 9mm'''. A unique weapon to put it in gentle terms, it is a pistol-sized primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semiauto, a first since the old update that introduced different fire modes.&lt;br /&gt;
[[file:KTSUB2000.jpg|thumb|none|350px|Kel-Tec SUB 2000 9x19mm, folded open.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip1.jpg|thumb|none|600px|Flipping open the Sub 2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
&lt;br /&gt;
===Sub 2000 Gen 2===&lt;br /&gt;
Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model.&lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen2 shape. It seems to be an interpretation of a Red Lion Precision rail combo, but instead of concealing the suppressor inside the rails, a short rail was used as a base for an enormous mystery suppressor.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the Sub 2000, viewed against a distant mercenary's upper body. The ring sight doesn't really work in games, either.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The '''Para''' SMG is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[M16_rifle_series#Olympic_Arms_K23B|OA K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|350px|Olympic Arms K23B - 5.56x45mm.]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|350px|Olympic Arms K23B Tactical - the Para gets different rails and no foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[M16_rifle_series#CQB-R / Mk. 18 Mod 0|Mk. 18 Mod 0]], ignoring the gas block/front sight being all wrong.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|350px|Mk. 18 Mod 0 - Navy markings and special accessories.]]&lt;br /&gt;
[[File:Payday2 K23B Mk48.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reload like this (As of update 65, the AMR-16 has received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==Romanian AIMR==&lt;br /&gt;
Attaching the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the Izhmash AK's and allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]] (although the AKMS stock remain the same).&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|350px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barrelled).]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2==&lt;br /&gt;
The [[SIG_SG_550#SIG_SG_552|SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It Holds 30 rounds. The rifle can be confirmed as a 552-2 by the permanent scope rail and the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown&lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|351px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon. - 5.56x45mm]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note the empty, translucent magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the magazine is not only full but also has the appropriated amount of ammo in it!]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Reloading. Hitting the bolt release.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:SIG 552-2 PD2 modified left.jpg|thumb|none|600px|Modified version. Notice the railed handguard.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[M14#Springfield_Armory_M1A_SOCOM_16|Springfield Armory M1A SOCOM 16]] with a McMillan M2A stock appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is semi-automatic by default and holds 10 rounds. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode. The weapon can be modified to look like an M1A SOPMOD. &lt;br /&gt;
[[file:M1A-Socom.jpg|thumb|none|350px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO.]]&lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|350px|Springfield Armory M14 Designated Marksman Rifle - 7.62x51mm NATO.This stock is very similar to the McMillan M2A.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading1.jpg|thumb|none|600px|Reloading. Here the weapon has been modified to resemble the M1A SOPMOD.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading2.jpg|thumb|none|600px|Reloading. Payday 2 could be one of the first games where the bolt release is used to chamber a new round on an M14-type rifle instead of giving the charging handle a pull.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 right.jpg|thumb|none|600px|Modified Version made to resemble the M1A SOPMOD.]]&lt;br /&gt;
[[file:Payday2 M1A Socom variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory M1A SOCOM 16&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle still lacks the bolt release of an A3.&lt;br /&gt;
Upon launch, the rifle can be seen using a Magpul PMAG, which suggests it was not based entirely on an authentic AUG. After the animation update, however, it gains the AUG's proprietary magazine.&lt;br /&gt;
As of update 61,the Raptor polymer body was added as a mod for the weapon, this mod will give the weapon the appearance of the Thales F90.&lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|350px|Steyr AUG A2 (Military Version) - 5.56x45mm NATO.]]&lt;br /&gt;
[[file:F90.jpg|thumb|none|350px|Thales F90 is a future replacement for the Australian F88 Austeyr - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:AUG A2 PD2 modified left.jpg|thumb|none|600px|Modified Version. Here the weapon has been modified with the Raptor polymer body, making the weapon resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
[[file:AUG A2 PD2 modified right.jpg|thumb|none|600px|Modified Version.]]&lt;br /&gt;
&lt;br /&gt;
==Z-M LR 300ML==&lt;br /&gt;
The CAR-4 fitted with the &amp;quot;Aftermarket Special&amp;quot; handguard, &amp;quot;Folding Stock&amp;quot; and &amp;quot;Short Barrel&amp;quot; closely impersonates the [[Z-M LR 300|Z-M LR 300ML]], though not completely as the pistol grip remains the M4A1's, the handguard is not a perfect copy, and it still lacks the LR 300's gas block.&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|400px|The Z-M LR 300ML - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:2015-04-23 00019.jpg|thumb|none|600px|In-game preview of the &amp;quot;Z-M LR 300ML&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-23 00002.jpg|thumb|none|600px|Player holding the &amp;quot;Z-M LR 300ML&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-23 00003.jpg|thumb|none|600px|Stock ironsights of the &amp;quot;Z-M LR 300ML&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-23 00004.jpg|thumb|none|600px|Player reloading the &amp;quot;Z-M LR 300ML&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-23 00018.jpg|thumb|none|600px|Stock attack of the &amp;quot;Z-M LR 300ML&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The AS Val was added with the Sokol character pack. It can be modified into the VSS vintorez if the solid stock is applied.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|400px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:AS val rightside PD2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 reloading1.jpg|thumb|none|600px|Reloading the AS Val. Note the bullets in the magazine]]&lt;br /&gt;
[[File:AS Val PD2 reloding2.jpg|thumb|none|600px|Reloading. Pulling the charging handle]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==MPS AA-12 CQB==&lt;br /&gt;
Added with the release of The Butcher's BBQ Pack was an [[AA-12|MPS AA-12 CQB]] as evident by its short barrel, known internally as the &amp;quot;Steakout 12G&amp;quot;. Comes with a default capacity of 8 shells, an unusable shell rack and entirely fictional semi/auto selective fire capability as all extant AA-12 models are capable of fully automatic fire only. Its in-game rate of fire of 300 matches that of the real weapon.&lt;br /&gt;
Optional enhancements includes a 20-round drum, a long barrel and custom integral suppressor.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|350px|The MPS AA-12 CQB without its magazine - 12 gauge.]]&lt;br /&gt;
[[File:2015-04-22 00009.jpg|thumb|none|600px|In-game preview of the &amp;quot;MPS AA-12 CQB&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00010.jpg|thumb|none|600px|Player holding the &amp;quot;MPS AA-12 CQB&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00011.jpg|thumb|none|600px|Stock ironsights of the &amp;quot;MPS AA-12 CQB&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00013.jpg|thumb|none|600px|Player reloading the &amp;quot;MPS AA-12 CQB&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00023.jpg|thumb|none|600px|Stock attack of the &amp;quot;MPS AA-12 CQB&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12==&lt;br /&gt;
The &amp;quot;Steakout 12G&amp;quot; becomes a regular AA-12 when fitted with the Long Barrel mod.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|350px|The MPS AA-12 - 12 gauge.]]&lt;br /&gt;
[[File:2015-04-22 00018.jpg|thumb|none|600px|In-game preview of the &amp;quot;MPS AA-12&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00019.jpg|thumb|none|600px|Player holding the &amp;quot;MPS AA-12&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00020.jpg|thumb|none|600px|Stock ironsights of the &amp;quot;MPS AA-12&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00021.jpg|thumb|none|600px|Player reloading the &amp;quot;MPS AA-12&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00023.jpg|thumb|none|600px|Stock attack of the &amp;quot;MPS AA-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sentinel Arms Striker-12==&lt;br /&gt;
The humble fixed-drum [[Armsel Striker and variants#Examples of the Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the '''Street Sweeper'''. In Overkill's usual fashion, it's a mix of all of the different versions mooshed together in a highly educated, equal measure. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|350px|Cobray Street Sweeper, 12g.]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance level of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms magazine's spring-loaded thumb tab actually used to advance the drum during reloads. The big tube on the end is an exclusive integral suppressor to further drive the gun into fantasy land.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 NFA==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 NFA]] is used when the M1014 is equipped with the Short Barrel and Collapsed Stock&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|350px|Benelli M4 NFA - 12 Gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 NFA Tactical==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 NFA Tactical]] is used if the M1014 is equipped with the Short Barrel and Solid Stock&lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|350px|Benelli M4 NFA Tactical - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Super 90]]. Named the &amp;quot;M1014&amp;quot; in-game. First introduced in the Death Wish Update in the hands of some GenSec Elite SWATs, though with a fixed stock. A player-usable version was finally added in the Gage Shotgun Pack DLC. It holds 8 shells by default&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|350px|Benelli M4 Super 90 - 12 Gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Tactical==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Tactical]] is used if the M1014 is equipped with the Solid Stock&lt;br /&gt;
[[File:M4 Tactical.jpg|thumb|none|350px|Benelli M4 Tactical - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta S3/CZ Redhead Deluxe hybrid ==&lt;br /&gt;
The [[Beretta S3 O/U/CZ Redhead Deluxe O/U]]. An over/under shotgun introduced with the Bonnie character update in March 13th appears to be a hybrid of the Beretta S3 O/U and CZ Redhead Deluxe O/U. Named the &amp;quot;Joceline O/U 12G&amp;quot; in-game.&lt;br /&gt;
[[File:Beretta Side Lock Model S3.jpg|thumb|none|350px|Beretta S3 O/U - 12 Gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|350px|CZ Redhead Deluxe O/U - 12 Gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading1.jpg|thumb|none|600px|Reloading. Unlike the other double-barrel shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading. Note the unstuck primers.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Reloading. Two shells, one hand.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified left.jpg|thumb|none|600px|Modified version. The barrels has been sawed-off...]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified right.jpg|thumb|none|600px|..and a fancy shell holder has been put on the stock.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun|Double Barrel Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at reputation level 39. Obviously it only holds two shells but is one of the most powerful weapons in the game. Has only two modifications, &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special,&amp;quot; both of which saw down the barrels and stock respectively&lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|350px|Stoeger/IGA Coach imported side by side shotgun - 12 Gauge.]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun holding.jpg|thumb|none|600px|The player holds the &amp;quot;Double Barrel Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun aim.jpg|thumb|none|600px|The player aims to &amp;quot;Double Barrel Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Double Barrel Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Double Barrel Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Double Barrel Shotgun&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 double barrel variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Double Barrel Shotgun&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as a new gun added in the Crimefest update (10/26/2014) and is named the &amp;quot;Predator 12G&amp;quot;. It correctly fires in semi auto and holds six rounds. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|350px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2_SPAS12.jpg|thumb|600px|none|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_SPAS12_2.jpg|thumb|600px|none|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash Saiga 12K==&lt;br /&gt;
The [[Saiga 12K|Izhmash Saiga 12K]] appears as the ninth primary weapon, and is shown as being fully-automatic with select fire available. Prior to the Gage Shotgun Pack DLC, it was the only semi-auto shotgun in the game. The model is not based on an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKMS top cover, rather than the smooth cover used on the Saiga which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga 12 style front trunion (lacking the corresponding rivets however). It is named the &amp;quot;IZHMA 12G&amp;quot; and is unlocked at reputation level 26 and holds 7 shells. It is notably used by a Bulldozer variant called the &amp;quot;Killdozer&amp;quot; that wears black armor. His model of Saiga uniquely has an unobtainable solid stock, and before it was removed in a patch, a drum magazine&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|350px|Izhmash Saiga 12K - 12 Gauge.]]&lt;br /&gt;
[[File:Payday2 Izhmash Saiga 12K previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Izhmash Saiga 12K previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Saiga variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Saiga variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG==&lt;br /&gt;
The [[Kel-Tec_KSG|Kel-Tec KSG]]. Named the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Notably it is one of the most concealable shotguns in the game and has the highest capacity of any of them. Holds 14 shells and was added in the Gage Shotgun Pack DLC&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|350px|Kel-Tec KSG]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|&amp;quot;Raven&amp;quot; Right Side]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|&amp;quot;Raven&amp;quot; Left Side]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun|Remington Model 870 Field Gun]] is named the &amp;quot;Reinfeld 880&amp;quot; and is unlocked at reputation level 8, it has synthetic furniture instead of wood and it has pistol grip. It's the first unlockable shotgun. It holds 6 shells and is used by some law enforcers and the basic green Bulldozer&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|350px|Remington Model 870 Field Gun - 12 gauge.]]&lt;br /&gt;
[[File:Payday2 Remington 870 previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Remington 870 previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Remington 870 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Remington Model 870 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington Model 870 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-barreled==&lt;br /&gt;
A stubby variant of the [[Remington 870|Remington Model 870 Short-barreled]] is unlocked at reputation level 13 and is named the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells and was the only secondary shotgun prior to DLC and patches. It is overall similar to its full-sized counterpart, but has slightly higher damage and a higher rate of fire but shorter range and lower accuracy&lt;br /&gt;
[[file:Remington870Pstlgrip.jpg|thumb|none|350px|Short-barreled Remington 870 - 12 gauge.]]&lt;br /&gt;
[[File:Payday2 Remington 870 Pistol Grip previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Remington 870 Pistol Grip previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip holding.jpg|thumb|none|600px|The player holds the &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip aim.jpg|thumb|none|600px|The player aims to &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Remington Model 870 Short-barreled variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington Model 870 Short-barreled variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed Off Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun|Sawed Off Shotgun]] is used when the Mosconi 12G is modified. The &amp;quot;Road Warrior&amp;quot; barrel saws the barrels down, while the &amp;quot;Gangsta Special&amp;quot; saws off the stock&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun holding.jpg|thumb|none|600px|The player holds the &amp;quot;Sawed Off Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun aim.jpg|thumb|none|600px|The player aims to &amp;quot;Sawed Off Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Sawed Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Sawed Off Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Sawed Off Shotgun&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sawed off variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sawed Off Shotgun&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Light Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The 'Gage Weapon Pack #02' Downloadable Content introduced 3 new weapons in the players' arsenal. All 3 weapons do not feature an 'aim-down-the-sights' capability, being hip-fired only, and are very inaccurate on full auto. Lastly, the player cannot unfold the bipods in order to fire from a stationary position. This also applies to the MG-42, which was released later&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK 21E==&lt;br /&gt;
Returning from the previous instalment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch 21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable box magazine. The weapon features the rear sight encountered on the MP5 sub machine gun, rather than the one usually manufactured. Also the weapon lacks a bipod but has a side vertical grip instead. &lt;br /&gt;
[[file:HK21E.jpg|thumb|350px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash RPK==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It has a 100-round drum magazine capacity. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated RPK74-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical hand grip.&lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|350px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:Payday2 RPK -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 RPK -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;RPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 RPK -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para==&lt;br /&gt;
The [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249 Para]] appears as the &amp;quot;KSP&amp;quot; and is unlocked at reputation level 45. It has a 200-round detachable box magazine. As of the Death Wish update, it is now used by the Deathwish-exclusive Bulldozer, known to some as the Skulldozer. The weapon is also used by the Commissar, the target of the Hotline Miami DLC heist&lt;br /&gt;
[[file:Fn mg m249para11-1-.jpg|thumb|350px|none|M249 SAW paratrooper version with 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:SAWingame.jpg|thumb|none|600px|In game model.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42#MG42|MG42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It has a large 150-round drum&lt;br /&gt;
[[file:MG42 Left.jpg|thumb|350px|none|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[FN_Minimi#Mk_46_Mod_0|Mk 46 Mod 0]]'s handguard is used if the M249 is equipped with the Railed Foregrip, though the M249 keeps its STANAG mag well&lt;br /&gt;
[[file:Mk46.jpg|thumb|350px|none|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' Downloadable Content introduced 3 new weapons in the players' arsenal. All 3 weapons are slow firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a .45 degree off-set iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant, which was released later&lt;br /&gt;
&lt;br /&gt;
==Remington MSR==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at reputation level 15. It is featured either with a default wooden or optional aluminium alloy body. It uses a 10 round magazine. &lt;br /&gt;
[[File:RemingtonMSR.jpg|thumb|none|350px|Remington MSR - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right_Wooden.jpg|thumb|none|600px|Wooden body]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left_Wooden.jpg|thumb|none|600px|Wooden body]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right.jpg|thumb|none|600px|Tactical Aluminium Alloy body]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left.jpg|thumb|none|600px|Tactical Aluminium Alloy body]]&lt;br /&gt;
[[File:Remington MSR PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt. Here the weapon has been modified with its own unique suppressor. The Suppressor is actually based of the MSR's real world equivalent]]&lt;br /&gt;
[[File:Remington MSR PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine. Note the backup iron sights.]]&lt;br /&gt;
[[File:Remington MSR PD2 reloading2.jpg|thumb|none|600px|Reloading. The new magazine is inserted and the bolt is cycled to chamber the round. Notice the actual bullet in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 LRS2==&lt;br /&gt;
The [[Blaser R93|Blaser R93 LRS2 Precision Sniper Rifle]] appears as the &amp;quot;R93&amp;quot; and is unlocked at reputation level 35. It is featured either with a default metal or optional wooden body. It uses a 6 round magazine. &lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|350px|'''Blaser R93 LRS2''' Precision Sniper Rifle - .338 Lapua Magnum.]]&lt;br /&gt;
[[File:Payday_2_R93_Right.jpg|thumb|none|600px|Metal body]]&lt;br /&gt;
[[File:Payday_2_R93_Left.jpg|thumb|none|600px|Metal body]]&lt;br /&gt;
[[File:Payday_2_R93_Right_wooden.jpg|thumb|none|600px|Wooden body]]&lt;br /&gt;
[[File:Payday_2_R93_Left_Wooden.jpg|thumb|none|600px|Wooden body]]&lt;br /&gt;
[[File:R93 PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:R93 PD2 reloading1.jpg|thumb|none|600px|Reloading. How the top most bullet stays in place is a mystery.]]&lt;br /&gt;
[[File:R93 PD2 reloading2.jpg|thumb|none|600px|Reloading. The new magazine is in and a round is chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at reputation level 65. It uses a 5 round magazine. Notably, it is the strongest weapon in the entire game upon its release, and the second most powerful one so far, having an astounding damage stat of '''2880''', second only to the RPG-7 included with the OVERKILL Pack, which deals a solid 10,000 damage per shot.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|350px|Barrett M95]]&lt;br /&gt;
[[File:Payday_2_Thanatos_right.jpg|thumb|none|600px|Thanatos]]&lt;br /&gt;
[[File:Payday_2_Thanatos_Left.jpg|thumb|none|600px|Thanatos]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M1907 Carbine]] is seen as the &amp;quot;Mosin-Nagant&amp;quot; and is part of the Gage Historical Pack DLC. Unlike the other three sniper rifles of the game, it can use an ironsight&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|350px|none|Mosin Nagant M1907 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant Model 1907 Carbine -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant Model 1907 Carbine -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M38 Carbine]] is seen when the Mosin-Nagant is modified with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|350px|none|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M38 Carbine -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M38 Carbine -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M91/30==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M91/30]] is seen when the &amp;quot;Mosin-Nagant&amp;quot; is modified with the &amp;quot;Long Barrel&amp;quot; modification.&lt;br /&gt;
[[file:M9130.jpg|thumb|350px|none|Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M9130 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M9130 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant it can use, and starts out with, iron sights. It can be modified with a long barrel, suppressed barrel, and a unique magnified scope. However, it can not be customized with modern modifications like lasers and sights besides the one unique to it.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|350px|none|The 1873 &amp;quot;Short Rifle&amp;quot; model with octagon barrel]]&lt;br /&gt;
[[File:2015-05-08 00013.jpg|thumb|none|600px|Right side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-08 00014.jpg|thumb|none|600px|Left side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-07 00059.jpg|thumb|none|600px|The Winchester Model 1873 in-game.]]&lt;br /&gt;
[[File:2015-05-07 00061.jpg|thumb|none|600px|Iron-sights.]]&lt;br /&gt;
[[File:2015-05-07 00062.jpg|thumb|none|600px|Loading a round in.]]&lt;br /&gt;
[[File:2015-05-07 00063.jpg|thumb|none|600px|Cocking the lever.]]&lt;br /&gt;
[[File:2015-05-07 00065.jpg|thumb|none|600px|Stock melee attack.]]&lt;br /&gt;
[[File:2015-05-09 00031.jpg|thumb|none|600px|A modified Winchester Model 1873]]&lt;br /&gt;
[[File:2015-05-09 00032.jpg|thumb|none|600px|Another modified Winchester Model 1873]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The Walther WA 2000 was added with the Gage Ninja Pack DLC. It's called Lebensauger .308 in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot;. The actual WA 2000 is chambered in .300 Winchester or 7.5x55mm Swiss, so the .308 in the name wrongly suggest the weapon is chambered in .308. The magazine in game holds 10 rounds even though it's modeled after the standard 6 round magazine.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|350px|none|WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:WA2000 PD2 rightside.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:WA2000 PD2 idle.jpg|thumb|none|600px|The WA 2000 in game.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped Walther in the pack's trailer whilst doing his best Agent 47 impression.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 can only be used with the right Technician skills. By default, it is used as tripmines, which can be used to set traps for enemies. The tripmines themselves are unlocked simply by starting to learn Technician skills. The later Shaped Charge skill allows players with it to use their explosives to instead blow up doors and safe doors, potentially saving a lot of time for them and their team. Certain skills also allow them to be toggled into 'Sensor Mode' in which they will not explode, but will mark enemies that pass by. This can be useful in stealth runs. Some C4 packs are also used for certain objectives, and can be used by any player when picked up&lt;br /&gt;
[[File:Payday2 C4.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
[[File:Payday2 c4 1.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5K|Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|Heckler &amp;amp; Koch MP5K in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers at times. The Commissar in Hotline Miami also uses one when fought&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|&amp;quot;M18 smoke grenade&amp;quot; in game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is only usable by players with the first Gage Weapon Pack DLC, unless they buy the Grenade Case for their team during a heist. Grenades have a fairly wide blast radius that can go through walls, and they will stun enemies that aren't killed outright. Players can carry up to three and should be careful, as they can easily cause civilian kills or friendly fire if handled improperly. Notably, it's possible for enemies to shoot the grenades in mid-air, causing immediate detonation. All grenades are shown with the red Overkill bomb logo painted on the side.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:Payday2 granat.jpg|thumb|none|600px|&amp;quot;M67 hand grenade&amp;quot; in game. Note the logo.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
Unlike the original Payday, the [[M79 Grenade Launcher]] was not included at release, but was added in the Gage Assault Pack. Known as the GL40 in game, it holds a single grenade in the chamber and the player can carry a maximum of 6 shots at once. Like the M67 it has friendly fire and can easily kill civilians unintentionally. Like its previous incarnation, grenades fired by the M79 in Payday 2 does not have a minimum arming range, and can detonate immediately upon being shot if the player is facing an obstacle.&lt;br /&gt;
The front leaf sight on the M79 model acts as an in-built gadget, and pressing the enable gadget key (default &amp;quot;G&amp;quot;), allows the player to fire grenades at a much higher arc than usual.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|550px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|M79 Grenade Launcher, called the GL40 in game.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1S==&lt;br /&gt;
Added with the release of The Butcher's BBQ Pack DLC was a [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]], known internally as the &amp;quot;Piglet&amp;quot; grenade launcher. It has similar damage per shot to the M79 but boasts a wider range of modifications and much larger ammo pool.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|400px|The Milkor MGL Mk 1S with its Armson OEG reflex sight - 40x46mm.]]&lt;br /&gt;
[[Image:M32.jpg|thumb|none|600px|In-game preview of the Milkor MGL Mk 1S, or &amp;quot;Piglet&amp;quot; as it is called in-universe.]]&lt;br /&gt;
[[Image:2015-04-22 00001.jpg|thumb|none|600px|Player holding the &amp;quot;Milkor MGL Mk 1S&amp;quot; in-game.]]&lt;br /&gt;
[[Image:2015-04-22 00002.jpg|thumb|none|600px|Stock ironsights of the &amp;quot;Milkor MGL Mk 1S&amp;quot;.]]&lt;br /&gt;
[[Image:2015-04-22 00003.jpg|thumb|none|600px|Player reloading the &amp;quot;Milkor MGL Mk 1S&amp;quot;. This becomes the single longest reload process of the entire series should the player fire all six grenades prior to reloading, at an uncomfortably lengthy 15.25 seconds.]]&lt;br /&gt;
[[Image:2015-04-22 00008.jpg|thumb|none|600px|Stock attack of the &amp;quot;Milkor MGL Mk 1S&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added to the game in the Gage Historical Pack, and is referred to in game as the &amp;quot;Potato Masher&amp;quot;. Unlike the M67, it is not used as a thrown explosive, but rather as a melee weapon, similar to the Demoman from Team Fortress 2. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:pd2-stick-grenade.jpg|thumb|none|600px|Model 24 Stielhandgranate, called the &amp;quot;Potato Masher&amp;quot; in game.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack DLC, and has the highest damage of any weapon in the game at an astounding 10000, but can only carry 4 rounds at a time. The weapon is unaffected by ammo pickups and can easily incapacitate the user and their whole team if fired recklessly&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|350px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The player holds the &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|The player aims to &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
The [[GE_M134_Minigun#Hand_Held_M134_Minigun|Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest rate-of-fire of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, having the weapon equipped results in a movement speed penalty. The weapon also appears to have no power source. &lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|350px|Hand Held M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun holding.jpg|thumb|none|600px|The player holds the &amp;quot;Hand Held M134 Minigun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun aim.jpg|thumb|none|600px|The player aims to &amp;quot;Hand Held M134 Minigun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Hand Held M134 Minigun&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Hand Held M134 Minigun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Hand Held M134 Minigun&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Payday (disambiguation)]]&lt;br /&gt;
&lt;br /&gt;
[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Payday 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=964832</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=964832"/>
		<updated>2015-09-29T15:29:59Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Taurus Raging Bull */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2.&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PSN&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Payday 2''' is the sequel to [[Payday: The Heist]]. As with the first game, players may join up to three others in a spree of robberies and other heists to earn money. Payday 2 noticeably features many changes from the first game, among other things the new skill tree. Each of the five trees (the '''Mastermind''', '''Enforcer''', '''Technician''', '''Ghost''', and '''Fugitive''') focuses on differing specializations, though unlike the first game do not grant new weapons for level ups (aside from special examples like the portable saw). Weapons are instead unlocked to purchase by leveling up, which now is done with experience points instead of money. Money is used to buy new weapons, modifications, and masks, though it is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and addons.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
&lt;br /&gt;
The game operates with the heister moving in with 2 weapons, and 2 weapons only. A primary and a secondary. Primaries consist of assault rifles, shotguns, and marksman rifles. Secondaries consist of pistols, machine pistols, and bizarrely, a few chopped down variants of some shotguns and assault rifles. Players can take ammo from enemies, but not weapons, ala [[SWAT 4]] and other such tactical shooters.&lt;br /&gt;
&lt;br /&gt;
Each weapon has its own customization options, though some like the Glock 17 barely have any and others like the M4A1 may have much more than others. In addition to shared items like suppressors, weapons also have their own sets of unique addons, such as extended magazines or different finishes or grips. Mods can be removed from these weapons for no charge, and the mod in question will not be lost, merely returned to the player's inventory. However, re-adding it will again require money.&lt;br /&gt;
&lt;br /&gt;
In addition to this, owners of the Gage Weapon Pack #1 DLC will be allowed to change the firing mode between fully automatic and semi-automatic on all applicable weapons, and unlock access to special addons that enable locking a weapon permanently in one fire mode. Owners of the Gage Weapon Pack #2 DLC will also have access to the machine guns as well as new knives. Owners of the Gage Mod Courier DLC will also be able to unlock a special set of modifications that are otherwise unobtainable. As a bonus, the pack also comes with extra reticles and colors for all sights, though players without the DLC will still be able to use all the colors and a few of the new reticles. In addition, every weapon DLC pack since (and a few heist DLCs) have had even more new guns and melee weapons, and have begun to lock weapon addons to specific achievements rather than random drops. Finally, a noteworthy addition from the Gage Shotgun Pack DLC is the option to use different shell types for any of the game's shotguns. All firearms in Payday 2 are capable of performing a &amp;quot;tactical reload&amp;quot; (i.e. reload when the magazine isn't emptied) in addition to the &amp;quot;dry&amp;quot; animation, though as is common with most contemporary non-tactical shooters, none of them retain the round currently in battery, meaning there is no &amp;quot;one round in the chamber&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As a final addition, starting with the October 22, 2014 patch, players with a specific skill set are also allowed to replace their primary with two dual-wielded pistols, though this obviously comes with penalties to aiming and recoil and can currently can only be done with a few pistols. Dual-wielding can be done by any player with enough perks in the Hitman perk deck unlocked, or by players who have the Akimbo skill from the Fugitive tree&lt;br /&gt;
&lt;br /&gt;
As of Update #65 (The first person animation update) All base game guns (except for the Bronco .44) and some DLC weapons have received new first person animations, most notably new reloading animations. Also with this update magazines now actually have fully modeled bullets in them, on top of that, it's is possible to see the bullets in the transparent magazines of weapons such as the JP36, Commando 553, Kobus 90 etc.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot; and is unlocked at reputation level 6, and has an incorrect 14-round magazine. Presently, it is one of the seven pistols that can be dual-wielded. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
===Beretta 92FS Centurion Akimbo===&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion akimbo -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Beretta 92FS Centurion Akimbo&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Beretta 92FS Centurion Akimbo&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Beretta 92FS Centurion Akimbo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Steyr_TMP#Brügger &amp;amp; Thomet MP9|B&amp;amp;T MP9]] appears as the &amp;quot;CMP&amp;quot; and is unlocked at reputation level 19, in reference to the Steyr TMP lookalike in the Nintendo 64 title ''Perfect Dark''. It has an unfortunate niche in the stat rankings where it's not able to muster enough brawn to plug heavier SWAT in single headshots, but isn't quite small enough to pocket for stealth tasks either. What makes it such a hidden gem are the terrific accuracy and stability for its fire rate, which mean that it can put three rounds into a helmet where other SMGs could only place one before jumping off mark. The quick reload, deep ammo pool and agreeable hipfire performance are just further perks.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|350px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only crimp is the missing fire selection dial. It'd normally sit near the magazine release in thumb's reach, but this one uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the grip. The &amp;quot;Solid Stock&amp;quot; comes standard in the MP9N-A4 model, the 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The last one in the bunch come along only recently in the Butcher's Mod Pack.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off the night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too fast to use over a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with an optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got their shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is. The sidearms carried by FBI Heavy Response Shields didn't have to conform to that change.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in-game as the &amp;quot;Chimano 88 Pistol&amp;quot;. It is the default secondary weapon, and is rather weak though holds a fairly large 17-round magazine. Originally it could only use one of three suppressors, though a few more compatible parts have been added in patches. It is one of seven pistols that can be dual-wielded&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 Generation 3 - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Glock 17 Gen 3 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Glock 17 Gen 3 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C Generation 3==&lt;br /&gt;
The [[Glock 18|Glock 18C Generation 3]] is unlocked at reputation level 29 and, as in the first game, is known as the &amp;quot;STRYK 18c.&amp;quot; It still features a high rate of fire, low power, and low accuracy and comes with a 20-round magazine and tan frame and slide.  Notably, it is one of 3 select-fire capable guns in the game that does not get the fire-mode locking mods.&lt;br /&gt;
[[file:Glock18c_01-1-.jpg|thumb|none|350px|Glock 18C Generation 3 - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C Generation 3==&lt;br /&gt;
The [[Glock 22|Glock 22C Generation 3]] appears as a new gun added in the Election Day update (3/20/2014) and is named the &amp;quot;Chimano Custom&amp;quot;, with the website render marking it as a .40 S&amp;amp;W model. It has a default magazine of 16 rounds and can be modified in most of the same ways as the Glock 18. It has a unique red front sight and a flared magazine well and an identical-colored frame to the Glock 18C. The Custom becomes a Glock 35 if equipped with the Long Slide modification. This is one of the seven pistols that can be dual-wielded&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22C Generation 3 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26==&lt;br /&gt;
On the seventh day of the Crimefest release parade (October 22nd 2014), ''[[John Wick]]'' himself jumped aboard and brought his trusted [[Glock 26]] along for the ride. Called the '''Chimano Compact''', it tries to fill the same &amp;quot;high-capacity 9x19mm&amp;quot; role as the Beretta 92. It can stand up to it in terms of damage output and has a trivial recoil advantage, but otherwise lags a little behind on all fronts, especially so with the &amp;quot;high-capacity&amp;quot; bit. Unlocked at level 36, the $605,000 price tag is a little hard to swallow for what it is. It's also the first of the seven pistols which have separate akimbo variants classed as primary weapons.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied Glock 26. Overkill correctly set it to carry 10 rounds at a time, but didn't account for the potential extra bullet or two inside the moulded magazine extension.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch stealth rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was devised at an in-house &amp;quot;Chimano Custom Shop&amp;quot; instead. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the cute US flag on the upgraded slide.]]&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Tactical|Heckler &amp;amp; Koch USP Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot; and is automatically unlocked for purchase by joining the Payday 2 Official Steam Group. It is decently powerful and holds a 13-round magazine. It is one of seven pistols that can be dual-wielded (along with all variants below)&lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP Tactical - .45 ACP.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Expert==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Expert|Heckler &amp;amp; Koch USP Expert]] is used if the USP Tactical is equipped with the Expert Slide modification. &lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Match==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Match|Heckler &amp;amp; Koch USP Match]] is used if the USP Tactical is equipped with the Match Slide modification. This noticeably changes the color of the USP's slide and darkens the frame slightly&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Match -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Match -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the LEO pistol as part of the Butcher DLC along with the VHS-D2 rifle. Initially a Croatian design (as the HS2000), it has an 19-round magazine, which is correct for the 9mm version.The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; -.45 ACP with 4.5 inch barrel.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM holding.jpg|thumb|none|600px|The player holds the &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM aim.jpg|thumb|none|600px|The player aims to &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert_Eagle#Desert_Eagle_Mark_XIX|IMI Desert Eagle Mark XIX]] appears under its popular nickname of &amp;quot;Deagle&amp;quot; and is unlocked at reputation level 36. It is exceptionally powerful and holds an incorrect 10-round magazine. It is one of the seven pistols that can be dual-wielded&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE.]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
===IMI Desert Eagle Mark XIX Akimbo===&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX akimbo -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;IMI Desert Eagle Mark XIX Akimbo&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Desert Eagle Mark XIX Akimbo&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;IMI Desert Eagle Mark XIX Akimbo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 20 rounds by default and operates in strange ways uncharacteristic of the real TEC-9. &lt;br /&gt;
&lt;br /&gt;
The in-game weapon fires from a closed bolt, meaning that it was based on the US-import KG-9 model which was a forced redesign by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully automatic. This also suggest that the Blaster was based partly on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Intratec TEC-9 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Intratec TEC-9 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Intratec TEC-9&amp;quot;. Note the closed bolt which is '''not''' a native feature of the baseline TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec AB-10==&lt;br /&gt;
The [[Intratec AB-10]] is used if the TEC-9 is equipped with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;==&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 &amp;quot;Broomhandle&amp;quot;]] appears as the &amp;quot;Broomstick&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. The &amp;quot;Broomstick&amp;quot; has a rather high damage, but is hindered by its 10 round magazine.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1-mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 carbine \ Mauser C96 &amp;quot;Broomhandle&amp;quot; Hybrid==&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 carbine]] appears if the &amp;quot;Broomstick&amp;quot; is modified with the Precision Barrel and Holster Stock.&lt;br /&gt;
[[file:C96carbine.jpg|thumb|350px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] appears as the &amp;quot;Signature .40&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. In-game it does the same amount of damage as the Crosskill(Springfield Armory 1911 Lightweight Operator), but most, if not all, of its stats are better compared to the Crosskill. By default, the P226 holds 12 rounds and its extended magazine unusually has no concealment penalty (unlike those for most weapons)&lt;br /&gt;
[[file:P226R.jpg|thumb|none|300px|SIG-Sauer P226R - 9x19mm, The one in-game is a .40 S&amp;amp;W model]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army==&lt;br /&gt;
The [[Single Action Army]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot; and is part of the Butcher's Western Pack DLC. By default it is the 7.5&amp;quot; &amp;quot;Cavalry&amp;quot; model, but the &amp;quot;Shootout Barrel&amp;quot; and &amp;quot;Precision Barrel&amp;quot; modifications turn it into the 5.5&amp;quot; &amp;quot;Artillery&amp;quot; and 12&amp;quot; &amp;quot;Buntline Special&amp;quot; models respectively. When firing the weapon, the player character will fan the hammer. The Single Action Army cannot be modified with other modifications, limited only to the two barrels stated above, a stock, and a pistol grip modification.&lt;br /&gt;
&lt;br /&gt;
The in-game revolver operates in strange and bizarre ways not seen on the real Single Action Army. The weapon is absurdly powerful for an antique revolver of this caliber, massively dwarfing the Bronco .44 and Deagle in stopping power despite both of them faring the other way around in reality. The extractor rod on the Peacemaker is also never used to remove spent cartridges, the player character simply opens the loading gate and puts in fresh rounds, the fired casings, if any, will fall out on their own.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|350px|thumb|none|Colt Single Action Army w/ 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model. - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00006.jpg|600px|thumb|none|Right side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00007.jpg|600px|thumb|none|Left side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00027.jpg|600px|thumb|none|Drawing the Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00029.jpg|600px|thumb|none|7.5&amp;quot; Single Action Army in idle]]&lt;br /&gt;
[[File:2015-05-07 00031.jpg|600px|thumb|none|Iron sights]]&lt;br /&gt;
[[File:2015-05-07 00033.jpg|600px|thumb|none|Opening the loading gate]]&lt;br /&gt;
[[File:2015-05-07 00036.jpg|600px|thumb|none|Loading a round in, note how the player character never seem to remove the spent cartridges with the extractor rod, they just pop out of the chamber on their own and fresh bullets are then loaded. Also note the hammer in fully cocked a.k.a. &amp;quot;ready-to-fire&amp;quot; position, which is not a very safe thing considering the activity in question.]]&lt;br /&gt;
[[File:2015-05-07 00038.jpg|600px|thumb|none|Snapping the loading gate closed, yeah I winced too.]]&lt;br /&gt;
[[File:2015-05-07 00054.jpg|600px|thumb|none|Pistol whipping with the Single Action Army]]&lt;br /&gt;
[[File:2015-05-09 00030.jpg|600px|thumb|none|A Modified &amp;quot;Cavalry&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|350px|thumb|none|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips]]&lt;br /&gt;
[[File:PAYDAY2SingleActionArmyArtilleryPreview.jpeg|600px|thumb|none|Right side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00010.jpg|600px|thumb|none|Left side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00057.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00058.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00024.jpg|600px|thumb|none|A Modified &amp;quot;Artillery&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|350px|thumb|none|Colt Single Action Army w/ 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot;.]]&lt;br /&gt;
[[File:2015-05-08 00011.jpg|600px|thumb|none|Right side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00012.jpg|600px|thumb|none|Left side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00066.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00067.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00023.jpg|600px|thumb|none|A Modified &amp;quot;Buntline Special&amp;quot; Single Action Army]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] is unlocked at reputation level 2, and is much more customizable than the starting Glock. It is named the &amp;quot;Crosskill&amp;quot; as it was in the first game and has an incorrect 10-round magazine. It is one of the four pistols that can be dual-wielded&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
===Springfield Armory 1911 Lightweight Operator Akimbo===&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Springfield Armory 1911 Lightweight Operator Akimbo&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory 1911 Lightweight Operator Akimbo&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory 1911 Lightweight Operator Akimbo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, again known as the &amp;quot;Bronco .44&amp;quot; but now featuring its full-length barrel by default. It holds 6 rounds and is unlocked at reputation level 6, and is massively powerful. As of Update 13, street cops can use this devastating weapon. It is also notably used by the female FBI Agent enemies in the Hoxton Breakout heist and some mobsters in the Hotline Miami heist&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum.]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as a Crimefest community milestone reward, for having 1 million members in the Payday 2 Steam group. It shoots the .410 Bore and holds 5 shells, and is classed by the game as a shotgun, so handgun skills have no effects on it. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the space between the barrel and cylinder&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/45 Long Colt]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Taurus 4510PLYFS&amp;quot;.The hole on the hammer is in fact the keyhole of Taurus' patented Revolver Security System.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PP==&lt;br /&gt;
Modifying a Walther PPK with the Long Slide turns it into a [[Walther_PP_Pistol_Series#Walther_PP|Walther PP]].&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP.]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|In-game model.]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|In-game model.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- holding.jpg|thumb|none|600px|The player holds the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- aim.jpg|thumb|none|600px|The player aims the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 1.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- mele.jpg|thumb|none|600px|Stock attack of the Walther PP.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 1.jpg|thumb|none|600px|A Walther PP with red dot sight and suppressor.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 2.jpg|thumb|none|600px|A Walther PP with red dot sight, tactical light, and IPSC compensator.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
The [[Walther_PP_Pistol_Series#Walther_PPK|Walther PPK]] is available for purchase with the Armored Transport DLC and is known as the &amp;quot;Gruber Kurz&amp;quot; pistol. It is fairly weak but easy to conceal and incorrectly holds 14 rounds.&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M==&lt;br /&gt;
The Mateba 2006M was added into the game with the Alesso Heist DLC. It's called Matever .357 in game, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell Stand Alone Complex]].  It's chambered in .357 magnum and holds a correct 6 rounds.&lt;br /&gt;
[[File:Mateba 2006.jpg|thumb|360px|none|Mateba 2006M - .357 Magnum]]&lt;br /&gt;
[[File:Mateba 2006M PD2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Mateba 2006M ingame PD2.jpg|thumb|none|600px|The Player holding the Mateba 2006M]]&lt;br /&gt;
[[File:Mateba 2006M reload PD2.jpg|thumb|none|600px|Reloading the Mateba. Notice the unusual cylinder placement]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45]] is named the &amp;quot;Swedish K SMG&amp;quot; in game and holds a 40-round magazine, though is inaccurate and carries only 80 total rounds. It is available for purchase to anyone who owns the Armored Transport DLC.&lt;br /&gt;
&lt;br /&gt;
The in-game weapon is based on the military version of the M/45, as evident by the lack of a fire selector.&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|350px|none|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎.]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as the &amp;quot;Jacket's piece&amp;quot; and is unlocked for purchase by buying the Jacket Character Pack. It holds 32 rounds and has a foregrip.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD M11/9 SMG with folding stock - 9x19mm]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN_P90#P90_TR|FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has the highest magazine size of any secondary, but only comes with a total of two mags. If the long barrel mod is put on the gun, it will resemble the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|350px|FN P90 TR - 5.7x28mm.]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|350px|FN PS90 - 5.7x28mm.]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:P90 PD2 modified left.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
[[file:P90 PD2 modified right.jpg|thumb|none|600px|Modded]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used only by some NPCs, namely the GenSec Elite SWAT and the Murkywater PMC enemies. It is unavailable for player use at the present time&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|350px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Payday2_GenSecElites.jpg|thumb|none|600px|One of GenSec Elite SWAT officer hold UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5A4|Heckler &amp;amp; Koch MP5A4]] returns from Payday: The Heist, again known as the &amp;quot;Compact-5&amp;quot; and still in use by some SWAT units. It is unlocked at reputation level 13 and can be changed, via the combination of different mods, into the MP5A5, MP5/10, MP5SD5, MP5SD6 or MP5KA4. The Cloaker enemy has a MP5/40 with various mods that only they can use, as of update 61 however, it's possible to use the MP5 with 10mm ammo. The actual weapon is not converted into a MP5/10 however, as it lacks the bolt release and the magazines aren't proprietary HK mags.&lt;br /&gt;
[[file:H&amp;amp;KMP5A4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A4 - 9x19mm.]]&lt;br /&gt;
[[Image:Heckler and Koch MP510.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[file:H&amp;amp;KMP5A5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A5 - 9x19mm.]]&lt;br /&gt;
[[file:H&amp;amp;K-MP5SD5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5SD5 - 9x19mm.]]&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm.]]&lt;br /&gt;
[[file:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A4 - 9x19mm.]]&lt;br /&gt;
[[File:MP5A4 PD2 left.jpg|thumb|none|600px|MP5A4.]]&lt;br /&gt;
[[File:MP5A4 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A5 PD2 left.jpg|thumb|none|600px|MP5A5.]]&lt;br /&gt;
[[File:MP5.10 PD2 left.jpg|thumb|none|600px|MP5/10.]]&lt;br /&gt;
[[File:Payday2_Cloaker%27sMP540.jpg|thumb|none|600px|The unique MP5/10 wielded by the Cloaker enemy. Didn't help him much...]]&lt;br /&gt;
[[File:Payday2_CloakersMP540_3.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5SD5 PD2 left.jpg|thumb|none|600px|MP5SD5.]]&lt;br /&gt;
[[File:MP5SD6 PD2 left.jpg|thumb|none|600px|MP5SD6.]]&lt;br /&gt;
[[File:MP5KA4 PD2 left.jpg|thumb|none|600px|MP5KA4.]]&lt;br /&gt;
[[file:MP5A4 PD2 idle.jpg|thumb|none|600px|Holding the MP5A4.]]&lt;br /&gt;
[[file:MP5A5 PD2 Iron sights.jpg|thumb|none|600px|Iron sights of the MP5A5.]]&lt;br /&gt;
[[file:MP5SD6 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5SD6.]]&lt;br /&gt;
[[file:MP5.10 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5/10.]]&lt;br /&gt;
[[file:MP5KA4 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5KA4. Instead of slapping the bolt it's instead gently pushed down.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[ MP7 | Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;Spec Ops&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. It comes with its 20-round magazine by default&lt;br /&gt;
[[file:MP7A2.jpg‎|thumb|none|350px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 30 rounds and comes equipped with the distinctive &amp;quot;K&amp;quot; foregrip by default.&lt;br /&gt;
[[file:Uzi-1.jpg|thumb|none|350px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the Yakuza Character Pack.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Reloading. Note how there is no bullet in the chamber.]]&lt;br /&gt;
[[File:Micro Uzi PD2 left modified.jpg|thumb|none|600px|Modified]]&lt;br /&gt;
[[File:Micro Uzi PD2 right modified.jpg|thumb|none|600px|Modified]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] is known as the &amp;quot;Mark 10&amp;quot; and is unlocked at reputation level 2. It has an incorrect magazine size of 40 rounds in a 20 rounds magazine.&lt;br /&gt;
[[file:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - .45 ACP.]]‎&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz.61 Skorpion==&lt;br /&gt;
The [[Sa. Vz.61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. Its &amp;quot;Extended Magazine&amp;quot; modification is odd, increasing the magazine size from 20 to 40 rounds despite simply being a second magazine attached to the side of the first one&lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A1==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A1]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It also holds an incorrect 20 bullets in standard magazine, but the weapon is the most powerful SMG.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|350px|Sterling Mk. IV Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 3.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L34A1==&lt;br /&gt;
The [[Sterling SMG|Sterling L34A1]] is used if the Sterling L2A1 is equipped with the &amp;quot;Supressed Barrel&amp;quot; modification. Like the Sterling L2A1, it incorrectly holds 20 rounds which can be modified to the full 30. &lt;br /&gt;
[[file:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|350px|Sterling L34A1 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928A1==&lt;br /&gt;
The [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|Thompson M1928A1]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that does not get the fire-mode locking mods.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|350px|Thompson M1928A1 - .45 ACP]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the &amp;quot;Thompson M1928A1&amp;quot;. Note how the charging handle isn't locked back when the reload is started, which in reality would make the &amp;quot;L&amp;quot; drum unable to be removed.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1-reloading 2.jpg|thumb|none|600px|The player reloads the &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The KRISS Vector was added with the Gage Ninja Pack DLC. It's called Kross Vertex in game. It can be modified with a long barrel to make it resemble the Vector CRB, which is the civilian semi-auto only variant. The weapon also has its own unique suppressor. Ingame, the weapon uses the 30 round magazine and is chambered in .45 ACP.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|350px|KRISS Vector - .45 ACP.]]&lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the actual bolt release isn't pressed, instead the surface underneath is.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5]] family appears as the '''AK5''', all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best - which isn't stellar. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|350px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model. One of the less popular rifles.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5B]]. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|350px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Cesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;. Decorated here with a yellow laser module and a fancy polymer magazine.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN_FNC#FN_FNC|FN Herstal FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the FN Ak's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M4/M4A1_Carbine#M4.2FM4A1_Carbine|Colt M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up ironsights by default. It is frequently used by law enforcers and holds 30 rounds, without any magazine modifications. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a different location for mounting a laser pointer. As in the first Payday, this weapon is still used by SWAT Snipers, despite there being more appropriate weapon models available&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|350px|Colt M4A1 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Colt M4A1 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Colt M4A1 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16#M16A4_Rifle|Colt M16A4]] with a short barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20 rounds magazine. It can be equipped with an M16A1 handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|350px|none|Colt M16A4 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Colt M16A4 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Colt M16A4 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the '''AMCAR''', the very first primary weapon. Its damage output is outright miserable compared to every other long arm and little can be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|350px|none|Colt Model 733 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified AMCAR, aside from the magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its dismal damage puts the AMCAR closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the AMCAR's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[Enfield_L85_rifle_series#L85A2|Enfield L85A2]] was added alongside the ''Clover Character Pack'' as the &amp;quot;Queen's Wrath&amp;quot;.  Notably, it is the only select-fire capable primary (and one of three select-fire guns available in the entire game) that does not get the fire-mode locking mods. By default it holds 30 rounds and has a very long reload time&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|350px|Enfield L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS#FAMAS_F1|FAMAS F1]] appears as the &amp;quot;Clarion&amp;quot; rifle and is unlocked for purchase by buying the Gage Assault Pack DLC. It incorrectly holds 30 rounds.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|350px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS#FAMAS_G2|FAMAS G1]] is used if the &amp;quot;G2 Grip&amp;quot; is equipped to the FAMAS F1 (Before Update #37, &amp;quot;G2 Grip&amp;quot; is called &amp;quot;Retro Grip&amp;quot; although the FAMAS G1 is newer model of FAMAS F1). Like FAMAS F1, It incorrectly holds 30 rounds.&lt;br /&gt;
[[file:FAMAS F2.jpg|thumb|none|350px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from FAMAS F1]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 holding.jpg|thumb|none|600px|The player holds the &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 aim.jpg|thumb|none|600px|The player aims to &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN Herstal FAL==&lt;br /&gt;
The [[FN_FAL#FN_FAL|FN Herstal FAL]] appears as the &amp;quot;Falcon&amp;quot; rifle and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. Notably, the FAL was the first weapon to have its accessories linked to DLC achievements rather than random drops&lt;br /&gt;
[[File:FN_FAL_50_00.jpg|thumb|none|350px|FN Herstal FAL - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:FalconRifle1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_fal_2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:FalconRifle2.jpg|thumb|none|600px|Modified Version of the &amp;quot;FN Herstal FAL&amp;quot;.]]&lt;br /&gt;
[[File:FalconRifle3.jpg|thumb|none|600px|Modified Version of the &amp;quot;FN Herstal FAL&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The FAL can become a [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] by the &amp;quot;CQB Foregrip&amp;quot; &amp;quot;Tactical Grip&amp;quot; and &amp;quot;CQB Stock&amp;quot; modification.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|350px|DSA SA58 OSW - 7.62x51mm NATO.]] &lt;br /&gt;
[[File:FalconRifle4.jpg|thumb|none|600px|Modified Version of the &amp;quot;FN Herstal FAL&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Romat==&lt;br /&gt;
Attaching the &amp;quot;Retro Foregrip&amp;quot; to the FAL allows it to impersonate the [[FN_FAL#IMI_Romat|IMI Romat]] (although the FAL buttstock and barrel remain the same). &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|350px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL.jpg.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL_2.jpg.jpg|thumb|none|600px|In-Game Variants.]] &lt;br /&gt;
&lt;br /&gt;
==FN Herstal SCAR-H==&lt;br /&gt;
The [[FN_SCAR#FN_SCAR-H|FN SCAR-H STD]] appears as the &amp;quot;Eagle Heavy&amp;quot; rifle and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a modified stock is used by some Murkywater PMC enemies&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|350px|FN SCAR-H STD - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Reloading. For some reason the charging handle doesn't lock back, so instead it's pulled to chamber a new round. In the original animation the bolt release was used instead.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version. Note that the rail extension is for an AR-15 and not the SCAR platform.]]&lt;br /&gt;
[[File:SCAR-H PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3]] appears as the &amp;quot;Gewehr 3&amp;quot; rifle and is available to purchase for owners of the Gage Assault Pack DLC. It holds 20 rounds and has a long reload time, and can be made to resemble a PSG-1 with the correct parts&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|350px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_g3_2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_g3.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
The [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36K|Heckler &amp;amp; Koch G36K]] makes an appearance as the '''JP36''', unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy and a deep 180 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|350px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this JP is a KV. The proportions are a little off and the barrel is a different length, hinting that it might've been modeled from an airsoft cousin.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination folding-collapsing H&amp;amp;K stock, the fake vent holes on the foregrip texture and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
&lt;br /&gt;
===H&amp;amp;K G36C===&lt;br /&gt;
Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36C|G36C]].&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|350px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the Dragan Character Pack DLC, much like the L85 was part of Clover's DLC. It is known internally as the &amp;quot;Lion's Roar&amp;quot;, has a high rate of fire and overall good stats, though it has a long reload time and if unmodified, high recoil.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|350px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 holding.jpg|thumb|none|600px|The player holds the &amp;quot;HS Produkt VHS-D2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 aim.jpg|thumb|none|600px|The player aims to &amp;quot;HS Produkt VHS-D2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;HS Produkt VHS-D2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;HS Produkt VHS-D2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;HS Produkt VHS-2&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;HS Produkt VHS-D2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;HS Produkt VHS-D2&amp;quot;.]]&lt;br /&gt;
==HS Produkt VHS-K2==&lt;br /&gt;
The Lion's Roar becomes the HS Produkt VHS-K2 when equipped with the Short Barrel.&lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|350px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the Gage Assault Pack DLC. It incorrectly holds 30 rounds and is shown with an unusable bipod extended&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|350px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:Payday2_galil_2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_galil.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil MAR==&lt;br /&gt;
The [[Galil#Galil MAR|7.62mm variants of IMI Galil MAR]] is used if the Galil ARM is equipped with the &amp;quot;CQB Foregrip&amp;quot; and &amp;quot;Skeletal Stock&amp;quot; modification. Like Galil ARM, It incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil_m.jpg|thumb|none|350px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilmar.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_galilmar_2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil Sniper Rifle==&lt;br /&gt;
The [[Galil#Galil Sniper Rifle|IMI Galil Sniper Rifle]] is used if the Galil ARM is equipped with the &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; modification. Like Galil ARM, It incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|350px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilsniper.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_galilsniper_2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMS==&lt;br /&gt;
The [[AKMS|Izhmash AKMS]] appears as the &amp;quot;AK.762&amp;quot; and is unlocked at reputation level 16. Holds 30 rounds and less total ammunition than the AK-74. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|350px|Izhmash AKMS - 7.62x39mm.]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMS previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMS previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2IzhmashAKMSreloading2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Izhmash AKMS variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMSU==&lt;br /&gt;
A variant on the [[AKMSU|Izhmash AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a secondary weapon, rather than a primary like the other two Kalashnikov rifles.&lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|350px|Izhmash AKMSU - 7.62x39mm.]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMSU previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMSU previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKS-74==&lt;br /&gt;
The [[AKS-74|Izhmash AKS-74]] is the second primary weapon unlocked, at reputation level 1. It appears simply as the &amp;quot;AK&amp;quot; and holds 30 rounds.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|350px|Izhmash AKS-74 - 5.45x39mm.]]&lt;br /&gt;
[[File:Payday2 izhmash AKS-74 previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 izhmash AKS-74 previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Izhmash AKS-74 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKS-74 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec Sub 2000==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the Sub 2000 appears as the '''Cavity 9mm'''. A unique weapon to put it in gentle terms, it is a pistol-sized primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semiauto, a first since the old update that introduced different fire modes.&lt;br /&gt;
[[file:KTSUB2000.jpg|thumb|none|350px|Kel-Tec SUB 2000 9x19mm, folded open.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip1.jpg|thumb|none|600px|Flipping open the Sub 2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
&lt;br /&gt;
===Sub 2000 Gen 2===&lt;br /&gt;
Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model.&lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen2 shape. It seems to be an interpretation of a Red Lion Precision rail combo, but instead of concealing the suppressor inside the rails, a short rail was used as a base for an enormous mystery suppressor.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the Sub 2000, viewed against a distant mercenary's upper body. The ring sight doesn't really work in games, either.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The '''Para''' SMG is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[M16_rifle_series#Olympic_Arms_K23B|OA K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|350px|Olympic Arms K23B - 5.56x45mm.]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|350px|Olympic Arms K23B Tactical - the Para gets different rails and no foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[M16_rifle_series#CQB-R / Mk. 18 Mod 0|Mk. 18 Mod 0]], ignoring the gas block/front sight being all wrong.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|350px|Mk. 18 Mod 0 - Navy markings and special accessories.]]&lt;br /&gt;
[[File:Payday2 K23B Mk48.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reload like this (As of update 65, the AMR-16 has received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==Romanian AIMR==&lt;br /&gt;
Attaching the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the Izhmash AK's and allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]] (although the AKMS stock remain the same).&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|350px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barrelled).]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2==&lt;br /&gt;
The [[SIG_SG_550#SIG_SG_552|SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It Holds 30 rounds. The rifle can be confirmed as a 552-2 by the permanent scope rail and the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown&lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|351px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon. - 5.56x45mm]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note the empty, translucent magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the magazine is not only full but also has the appropriated amount of ammo in it!]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Reloading. Hitting the bolt release.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:SIG 552-2 PD2 modified left.jpg|thumb|none|600px|Modified version. Notice the railed handguard.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[M14#Springfield_Armory_M1A_SOCOM_16|Springfield Armory M1A SOCOM 16]] with a McMillan M2A stock appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is semi-automatic by default and holds 10 rounds. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode. The weapon can be modified to look like an M1A SOPMOD. &lt;br /&gt;
[[file:M1A-Socom.jpg|thumb|none|350px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO.]]&lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|350px|Springfield Armory M14 Designated Marksman Rifle - 7.62x51mm NATO.This stock is very similar to the McMillan M2A.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading1.jpg|thumb|none|600px|Reloading. Here the weapon has been modified to resemble the M1A SOPMOD.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading2.jpg|thumb|none|600px|Reloading. Payday 2 could be one of the first games where the bolt release is used to chamber a new round on an M14-type rifle instead of giving the charging handle a pull.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 right.jpg|thumb|none|600px|Modified Version made to resemble the M1A SOPMOD.]]&lt;br /&gt;
[[file:Payday2 M1A Socom variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory M1A SOCOM 16&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle still lacks the bolt release of an A3.&lt;br /&gt;
Upon launch, the rifle can be seen using a Magpul PMAG, which suggests it was not based entirely on an authentic AUG. After the animation update, however, it gains the AUG's proprietary magazine.&lt;br /&gt;
As of update 61,the Raptor polymer body was added as a mod for the weapon, this mod will give the weapon the appearance of the Thales F90.&lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|350px|Steyr AUG A2 (Military Version) - 5.56x45mm NATO.]]&lt;br /&gt;
[[file:F90.jpg|thumb|none|350px|Thales F90 is a future replacement for the Australian F88 Austeyr - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:AUG A2 PD2 modified left.jpg|thumb|none|600px|Modified Version. Here the weapon has been modified with the Raptor polymer body, making the weapon resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
[[file:AUG A2 PD2 modified right.jpg|thumb|none|600px|Modified Version.]]&lt;br /&gt;
&lt;br /&gt;
==Z-M LR 300ML==&lt;br /&gt;
The CAR-4 fitted with the &amp;quot;Aftermarket Special&amp;quot; handguard, &amp;quot;Folding Stock&amp;quot; and &amp;quot;Short Barrel&amp;quot; closely impersonates the [[Z-M LR 300|Z-M LR 300ML]], though not completely as the pistol grip remains the M4A1's, the handguard is not a perfect copy, and it still lacks the LR 300's gas block.&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|400px|The Z-M LR 300ML - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:2015-04-23 00019.jpg|thumb|none|600px|In-game preview of the &amp;quot;Z-M LR 300ML&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-23 00002.jpg|thumb|none|600px|Player holding the &amp;quot;Z-M LR 300ML&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-23 00003.jpg|thumb|none|600px|Stock ironsights of the &amp;quot;Z-M LR 300ML&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-23 00004.jpg|thumb|none|600px|Player reloading the &amp;quot;Z-M LR 300ML&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-23 00018.jpg|thumb|none|600px|Stock attack of the &amp;quot;Z-M LR 300ML&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The AS Val was added with the Sokol character pack. It can be modified into the VSS vintorez if the solid stock is applied.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|400px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:AS val rightside PD2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 reloading1.jpg|thumb|none|600px|Reloading the AS Val. Note the bullets in the magazine]]&lt;br /&gt;
[[File:AS Val PD2 reloding2.jpg|thumb|none|600px|Reloading. Pulling the charging handle]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==MPS AA-12 CQB==&lt;br /&gt;
Added with the release of The Butcher's BBQ Pack was an [[AA-12|MPS AA-12 CQB]] as evident by its short barrel, known internally as the &amp;quot;Steakout 12G&amp;quot;. Comes with a default capacity of 8 shells, an unusable shell rack and entirely fictional semi/auto selective fire capability as all extant AA-12 models are capable of fully automatic fire only. Its in-game rate of fire of 300 matches that of the real weapon.&lt;br /&gt;
Optional enhancements includes a 20-round drum, a long barrel and custom integral suppressor.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|350px|The MPS AA-12 CQB without its magazine - 12 gauge.]]&lt;br /&gt;
[[File:2015-04-22 00009.jpg|thumb|none|600px|In-game preview of the &amp;quot;MPS AA-12 CQB&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00010.jpg|thumb|none|600px|Player holding the &amp;quot;MPS AA-12 CQB&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00011.jpg|thumb|none|600px|Stock ironsights of the &amp;quot;MPS AA-12 CQB&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00013.jpg|thumb|none|600px|Player reloading the &amp;quot;MPS AA-12 CQB&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00023.jpg|thumb|none|600px|Stock attack of the &amp;quot;MPS AA-12 CQB&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12==&lt;br /&gt;
The &amp;quot;Steakout 12G&amp;quot; becomes a regular AA-12 when fitted with the Long Barrel mod.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|350px|The MPS AA-12 - 12 gauge.]]&lt;br /&gt;
[[File:2015-04-22 00018.jpg|thumb|none|600px|In-game preview of the &amp;quot;MPS AA-12&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00019.jpg|thumb|none|600px|Player holding the &amp;quot;MPS AA-12&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00020.jpg|thumb|none|600px|Stock ironsights of the &amp;quot;MPS AA-12&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00021.jpg|thumb|none|600px|Player reloading the &amp;quot;MPS AA-12&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00023.jpg|thumb|none|600px|Stock attack of the &amp;quot;MPS AA-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sentinel Arms Striker-12==&lt;br /&gt;
The humble fixed-drum [[Armsel Striker and variants#Examples of the Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the '''Street Sweeper'''. In Overkill's usual fashion, it's a mix of all of the different versions mooshed together in a highly educated, equal measure. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|350px|Cobray Street Sweeper, 12g.]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance level of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms magazine's spring-loaded thumb tab actually used to advance the drum during reloads. The big tube on the end is an exclusive integral suppressor to further drive the gun into fantasy land.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 NFA==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 NFA]] is used when the M1014 is equipped with the Short Barrel and Collapsed Stock&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|350px|Benelli M4 NFA - 12 Gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 NFA Tactical==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 NFA Tactical]] is used if the M1014 is equipped with the Short Barrel and Solid Stock&lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|350px|Benelli M4 NFA Tactical - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Super 90]]. Named the &amp;quot;M1014&amp;quot; in-game. First introduced in the Death Wish Update in the hands of some GenSec Elite SWATs, though with a fixed stock. A player-usable version was finally added in the Gage Shotgun Pack DLC. It holds 8 shells by default&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|350px|Benelli M4 Super 90 - 12 Gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Tactical==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Tactical]] is used if the M1014 is equipped with the Solid Stock&lt;br /&gt;
[[File:M4 Tactical.jpg|thumb|none|350px|Benelli M4 Tactical - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta S3/CZ Redhead Deluxe hybrid ==&lt;br /&gt;
The [[Beretta S3 O/U/CZ Redhead Deluxe O/U]]. An over/under shotgun introduced with the Bonnie character update in March 13th appears to be a hybrid of the Beretta S3 O/U and CZ Redhead Deluxe O/U. Named the &amp;quot;Joceline O/U 12G&amp;quot; in-game.&lt;br /&gt;
[[File:Beretta Side Lock Model S3.jpg|thumb|none|350px|Beretta S3 O/U - 12 Gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|350px|CZ Redhead Deluxe O/U - 12 Gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading1.jpg|thumb|none|600px|Reloading. Unlike the other double-barrel shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading. Note the unstuck primers.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Reloading. Two shells, one hand.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified left.jpg|thumb|none|600px|Modified version. The barrels has been sawed-off...]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified right.jpg|thumb|none|600px|..and a fancy shell holder has been put on the stock.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun|Double Barrel Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at reputation level 39. Obviously it only holds two shells but is one of the most powerful weapons in the game. Has only two modifications, &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special,&amp;quot; both of which saw down the barrels and stock respectively&lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|350px|Stoeger/IGA Coach imported side by side shotgun - 12 Gauge.]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun holding.jpg|thumb|none|600px|The player holds the &amp;quot;Double Barrel Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun aim.jpg|thumb|none|600px|The player aims to &amp;quot;Double Barrel Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Double Barrel Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Double Barrel Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Double Barrel Shotgun&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 double barrel variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Double Barrel Shotgun&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as a new gun added in the Crimefest update (10/26/2014) and is named the &amp;quot;Predator 12G&amp;quot;. It correctly fires in semi auto and holds six rounds. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|350px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2_SPAS12.jpg|thumb|600px|none|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_SPAS12_2.jpg|thumb|600px|none|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash Saiga 12K==&lt;br /&gt;
The [[Saiga 12K|Izhmash Saiga 12K]] appears as the ninth primary weapon, and is shown as being fully-automatic with select fire available. Prior to the Gage Shotgun Pack DLC, it was the only semi-auto shotgun in the game. The model is not based on an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKMS top cover, rather than the smooth cover used on the Saiga which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga 12 style front trunion (lacking the corresponding rivets however). It is named the &amp;quot;IZHMA 12G&amp;quot; and is unlocked at reputation level 26 and holds 7 shells. It is notably used by a Bulldozer variant called the &amp;quot;Killdozer&amp;quot; that wears black armor. His model of Saiga uniquely has an unobtainable solid stock, and before it was removed in a patch, a drum magazine&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|350px|Izhmash Saiga 12K - 12 Gauge.]]&lt;br /&gt;
[[File:Payday2 Izhmash Saiga 12K previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Izhmash Saiga 12K previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Saiga variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Saiga variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG==&lt;br /&gt;
The [[Kel-Tec_KSG|Kel-Tec KSG]]. Named the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Notably it is one of the most concealable shotguns in the game and has the highest capacity of any of them. Holds 14 shells and was added in the Gage Shotgun Pack DLC&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|350px|Kel-Tec KSG]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|&amp;quot;Raven&amp;quot; Right Side]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|&amp;quot;Raven&amp;quot; Left Side]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun|Remington Model 870 Field Gun]] is named the &amp;quot;Reinfeld 880&amp;quot; and is unlocked at reputation level 8, it has synthetic furniture instead of wood and it has pistol grip. It's the first unlockable shotgun. It holds 6 shells and is used by some law enforcers and the basic green Bulldozer&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|350px|Remington Model 870 Field Gun - 12 gauge.]]&lt;br /&gt;
[[File:Payday2 Remington 870 previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Remington 870 previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Remington 870 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Remington Model 870 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington Model 870 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-barreled==&lt;br /&gt;
A stubby variant of the [[Remington 870|Remington Model 870 Short-barreled]] is unlocked at reputation level 13 and is named the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells and was the only secondary shotgun prior to DLC and patches. It is overall similar to its full-sized counterpart, but has slightly higher damage and a higher rate of fire but shorter range and lower accuracy&lt;br /&gt;
[[file:Remington870Pstlgrip.jpg|thumb|none|350px|Short-barreled Remington 870 - 12 gauge.]]&lt;br /&gt;
[[File:Payday2 Remington 870 Pistol Grip previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Remington 870 Pistol Grip previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip holding.jpg|thumb|none|600px|The player holds the &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip aim.jpg|thumb|none|600px|The player aims to &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Remington Model 870 Short-barreled variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington Model 870 Short-barreled variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed Off Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun|Sawed Off Shotgun]] is used when the Mosconi 12G is modified. The &amp;quot;Road Warrior&amp;quot; barrel saws the barrels down, while the &amp;quot;Gangsta Special&amp;quot; saws off the stock&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun holding.jpg|thumb|none|600px|The player holds the &amp;quot;Sawed Off Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun aim.jpg|thumb|none|600px|The player aims to &amp;quot;Sawed Off Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Sawed Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Sawed Off Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Sawed Off Shotgun&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sawed off variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sawed Off Shotgun&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Light Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The 'Gage Weapon Pack #02' Downloadable Content introduced 3 new weapons in the players' arsenal. All 3 weapons do not feature an 'aim-down-the-sights' capability, being hip-fired only, and are very inaccurate on full auto. Lastly, the player cannot unfold the bipods in order to fire from a stationary position. This also applies to the MG-42, which was released later&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK 21E==&lt;br /&gt;
Returning from the previous instalment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch 21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable box magazine. The weapon features the rear sight encountered on the MP5 sub machine gun, rather than the one usually manufactured. Also the weapon lacks a bipod but has a side vertical grip instead. &lt;br /&gt;
[[file:HK21E.jpg|thumb|350px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash RPK==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It has a 100-round drum magazine capacity. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated RPK74-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical hand grip.&lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|350px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:Payday2 RPK -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 RPK -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;RPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 RPK -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para==&lt;br /&gt;
The [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249 Para]] appears as the &amp;quot;KSP&amp;quot; and is unlocked at reputation level 45. It has a 200-round detachable box magazine. As of the Death Wish update, it is now used by the Deathwish-exclusive Bulldozer, known to some as the Skulldozer. The weapon is also used by the Commissar, the target of the Hotline Miami DLC heist&lt;br /&gt;
[[file:Fn mg m249para11-1-.jpg|thumb|350px|none|M249 SAW paratrooper version with 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:SAWingame.jpg|thumb|none|600px|In game model.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42#MG42|MG42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It has a large 150-round drum&lt;br /&gt;
[[file:MG42 Left.jpg|thumb|350px|none|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[FN_Minimi#Mk_46_Mod_0|Mk 46 Mod 0]]'s handguard is used if the M249 is equipped with the Railed Foregrip, though the M249 keeps its STANAG mag well&lt;br /&gt;
[[file:Mk46.jpg|thumb|350px|none|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' Downloadable Content introduced 3 new weapons in the players' arsenal. All 3 weapons are slow firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a .45 degree off-set iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant, which was released later&lt;br /&gt;
&lt;br /&gt;
==Remington MSR==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at reputation level 15. It is featured either with a default wooden or optional aluminium alloy body. It uses a 10 round magazine. &lt;br /&gt;
[[File:RemingtonMSR.jpg|thumb|none|350px|Remington MSR - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right_Wooden.jpg|thumb|none|600px|Wooden body]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left_Wooden.jpg|thumb|none|600px|Wooden body]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right.jpg|thumb|none|600px|Tactical Aluminium Alloy body]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left.jpg|thumb|none|600px|Tactical Aluminium Alloy body]]&lt;br /&gt;
[[File:Remington MSR PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt. Here the weapon has been modified with its own unique suppressor. The Suppressor is actually based of the MSR's real world equivalent]]&lt;br /&gt;
[[File:Remington MSR PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine. Note the backup iron sights.]]&lt;br /&gt;
[[File:Remington MSR PD2 reloading2.jpg|thumb|none|600px|Reloading. The new magazine is inserted and the bolt is cycled to chamber the round. Notice the actual bullet in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 LRS2==&lt;br /&gt;
The [[Blaser R93|Blaser R93 LRS2 Precision Sniper Rifle]] appears as the &amp;quot;R93&amp;quot; and is unlocked at reputation level 35. It is featured either with a default metal or optional wooden body. It uses a 6 round magazine. &lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|350px|'''Blaser R93 LRS2''' Precision Sniper Rifle - .338 Lapua Magnum.]]&lt;br /&gt;
[[File:Payday_2_R93_Right.jpg|thumb|none|600px|Metal body]]&lt;br /&gt;
[[File:Payday_2_R93_Left.jpg|thumb|none|600px|Metal body]]&lt;br /&gt;
[[File:Payday_2_R93_Right_wooden.jpg|thumb|none|600px|Wooden body]]&lt;br /&gt;
[[File:Payday_2_R93_Left_Wooden.jpg|thumb|none|600px|Wooden body]]&lt;br /&gt;
[[File:R93 PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:R93 PD2 reloading1.jpg|thumb|none|600px|Reloading. How the top most bullet stays in place is a mystery.]]&lt;br /&gt;
[[File:R93 PD2 reloading2.jpg|thumb|none|600px|Reloading. The new magazine is in and a round is chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at reputation level 65. It uses a 5 round magazine. Notably, it is the strongest weapon in the entire game upon its release, and the second most powerful one so far, having an astounding damage stat of '''2880''', second only to the RPG-7 included with the OVERKILL Pack, which deals a solid 10,000 damage per shot.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|350px|Barrett M95]]&lt;br /&gt;
[[File:Payday_2_Thanatos_right.jpg|thumb|none|600px|Thanatos]]&lt;br /&gt;
[[File:Payday_2_Thanatos_Left.jpg|thumb|none|600px|Thanatos]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M1907 Carbine]] is seen as the &amp;quot;Mosin-Nagant&amp;quot; and is part of the Gage Historical Pack DLC. Unlike the other three sniper rifles of the game, it can use an ironsight&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|350px|none|Mosin Nagant M1907 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant Model 1907 Carbine -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant Model 1907 Carbine -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M38 Carbine]] is seen when the Mosin-Nagant is modified with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|350px|none|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M38 Carbine -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M38 Carbine -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M91/30==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M91/30]] is seen when the &amp;quot;Mosin-Nagant&amp;quot; is modified with the &amp;quot;Long Barrel&amp;quot; modification.&lt;br /&gt;
[[file:M9130.jpg|thumb|350px|none|Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M9130 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M9130 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant it can use, and starts out with, iron sights. It can be modified with a long barrel, suppressed barrel, and a unique magnified scope. However, it can not be customized with modern modifications like lasers and sights besides the one unique to it.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|350px|none|The 1873 &amp;quot;Short Rifle&amp;quot; model with octagon barrel]]&lt;br /&gt;
[[File:2015-05-08 00013.jpg|thumb|none|600px|Right side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-08 00014.jpg|thumb|none|600px|Left side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-07 00059.jpg|thumb|none|600px|The Winchester Model 1873 in-game.]]&lt;br /&gt;
[[File:2015-05-07 00061.jpg|thumb|none|600px|Iron-sights.]]&lt;br /&gt;
[[File:2015-05-07 00062.jpg|thumb|none|600px|Loading a round in.]]&lt;br /&gt;
[[File:2015-05-07 00063.jpg|thumb|none|600px|Cocking the lever.]]&lt;br /&gt;
[[File:2015-05-07 00065.jpg|thumb|none|600px|Stock melee attack.]]&lt;br /&gt;
[[File:2015-05-09 00031.jpg|thumb|none|600px|A modified Winchester Model 1873]]&lt;br /&gt;
[[File:2015-05-09 00032.jpg|thumb|none|600px|Another modified Winchester Model 1873]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The Walther WA 2000 was added with the Gage Ninja Pack DLC. It's called Lebensauger .308 in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot;. The actual WA 2000 is chambered in .300 Winchester or 7.5x55mm Swiss, so the .308 in the name wrongly suggest the weapon is chambered in .308. The magazine in game holds 10 rounds even though it's modeled after the standard 6 round magazine.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|350px|none|WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:WA2000 PD2 rightside.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:WA2000 PD2 idle.jpg|thumb|none|600px|The WA 2000 in game.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped Walther in the pack's trailer whilst doing his best Agent 47 impression.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 can only be used with the right Technician skills. By default, it is used as tripmines, which can be used to set traps for enemies. The tripmines themselves are unlocked simply by starting to learn Technician skills. The later Shaped Charge skill allows players with it to use their explosives to instead blow up doors and safe doors, potentially saving a lot of time for them and their team. Certain skills also allow them to be toggled into 'Sensor Mode' in which they will not explode, but will mark enemies that pass by. This can be useful in stealth runs. Some C4 packs are also used for certain objectives, and can be used by any player when picked up&lt;br /&gt;
[[File:Payday2 C4.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
[[File:Payday2 c4 1.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5K|Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|Heckler &amp;amp; Koch MP5K in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers at times. The Commissar in Hotline Miami also uses one when fought&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|&amp;quot;M18 smoke grenade&amp;quot; in game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is only usable by players with the first Gage Weapon Pack DLC, unless they buy the Grenade Case for their team during a heist. Grenades have a fairly wide blast radius that can go through walls, and they will stun enemies that aren't killed outright. Players can carry up to three and should be careful, as they can easily cause civilian kills or friendly fire if handled improperly. Notably, it's possible for enemies to shoot the grenades in mid-air, causing immediate detonation. All grenades are shown with the red Overkill bomb logo painted on the side.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:Payday2 granat.jpg|thumb|none|600px|&amp;quot;M67 hand grenade&amp;quot; in game. Note the logo.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
Unlike the original Payday, the [[M79 Grenade Launcher]] was not included at release, but was added in the Gage Assault Pack. Known as the GL40 in game, it holds a single grenade in the chamber and the player can carry a maximum of 6 shots at once. Like the M67 it has friendly fire and can easily kill civilians unintentionally. Like its previous incarnation, grenades fired by the M79 in Payday 2 does not have a minimum arming range, and can detonate immediately upon being shot if the player is facing an obstacle.&lt;br /&gt;
The front leaf sight on the M79 model acts as an in-built gadget, and pressing the enable gadget key (default &amp;quot;G&amp;quot;), allows the player to fire grenades at a much higher arc than usual.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|550px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|M79 Grenade Launcher, called the GL40 in game.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1S==&lt;br /&gt;
Added with the release of The Butcher's BBQ Pack DLC was a [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]], known internally as the &amp;quot;Piglet&amp;quot; grenade launcher. It has similar damage per shot to the M79 but boasts a wider range of modifications and much larger ammo pool.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|400px|The Milkor MGL Mk 1S with its Armson OEG reflex sight - 40x46mm.]]&lt;br /&gt;
[[Image:M32.jpg|thumb|none|600px|In-game preview of the Milkor MGL Mk 1S, or &amp;quot;Piglet&amp;quot; as it is called in-universe.]]&lt;br /&gt;
[[Image:2015-04-22 00001.jpg|thumb|none|600px|Player holding the &amp;quot;Milkor MGL Mk 1S&amp;quot; in-game.]]&lt;br /&gt;
[[Image:2015-04-22 00002.jpg|thumb|none|600px|Stock ironsights of the &amp;quot;Milkor MGL Mk 1S&amp;quot;.]]&lt;br /&gt;
[[Image:2015-04-22 00003.jpg|thumb|none|600px|Player reloading the &amp;quot;Milkor MGL Mk 1S&amp;quot;. This becomes the single longest reload process of the entire series should the player fire all six grenades prior to reloading, at an uncomfortably lengthy 15.25 seconds.]]&lt;br /&gt;
[[Image:2015-04-22 00008.jpg|thumb|none|600px|Stock attack of the &amp;quot;Milkor MGL Mk 1S&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added to the game in the Gage Historical Pack, and is referred to in game as the &amp;quot;Potato Masher&amp;quot;. Unlike the M67, it is not used as a thrown explosive, but rather as a melee weapon, similar to the Demoman from Team Fortress 2. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:pd2-stick-grenade.jpg|thumb|none|600px|Model 24 Stielhandgranate, called the &amp;quot;Potato Masher&amp;quot; in game.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack DLC, and has the highest damage of any weapon in the game at an astounding 10000, but can only carry 4 rounds at a time. The weapon is unaffected by ammo pickups and can easily incapacitate the user and their whole team if fired recklessly&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|350px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The player holds the &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|The player aims to &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
The [[GE_M134_Minigun#Hand_Held_M134_Minigun|Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest rate-of-fire of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, having the weapon equipped results in a movement speed penalty. The weapon also appears to have no power source. &lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|350px|Hand Held M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun holding.jpg|thumb|none|600px|The player holds the &amp;quot;Hand Held M134 Minigun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun aim.jpg|thumb|none|600px|The player aims to &amp;quot;Hand Held M134 Minigun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Hand Held M134 Minigun&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Hand Held M134 Minigun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Hand Held M134 Minigun&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Payday (disambiguation)]]&lt;br /&gt;
&lt;br /&gt;
[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Payday 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=962741</id>
		<title>Battlefield Hardline</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=962741"/>
		<updated>2015-09-22T06:53:08Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* M79 grenade launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield Hardline&lt;br /&gt;
|picture=BF Hardline.jpg&lt;br /&gt;
|caption=''Promotional artwork''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=March 17, 2015&lt;br /&gt;
|developer=Visceral&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox 360&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Battlefield Hardline'' is the latest game coming out for the ''[[Battlefield]]'' series, focusing on criminals and police warfare instead of pitting armies against each other.&lt;br /&gt;
&lt;br /&gt;
As in previous games, player take on as one of four classes:&lt;br /&gt;
&lt;br /&gt;
*Operator is akin to the Assault/Medic class, wielding assault rifles and carbines, able to revive and heal other players, and for the first time in the series, revive him/herself under certain conditions.&lt;br /&gt;
*Enforcer is a powerhouse class, wielding high-caliber battle rifles, heavy carbines, and shotguns, as well as dropping ammo for allies. A riot shield and C4 explosive is also unlocked by this class.&lt;br /&gt;
*Mechanic class is the stand in for the Engineer, using sub-machine guns and revolvers. Due to a lesser emphasis on vehicles, the Mechanic now gets more unique equipment like torso armor or the deployable spawn point, though still retains a 40mm grenade launcher and repair tool&lt;br /&gt;
*Professional class is the Recon/Sniper of this game, unlocking both bolt action and high caliber semi-automatic weapons. Gadgets available to this class include the trip mine and a surveillance camera.&lt;br /&gt;
&lt;br /&gt;
All of the classes are capable of equipping a zip-line crossbow, grappling hook launcher, gas mask, or a driving upgrade in place of either or both of their unique gadgets&lt;br /&gt;
&lt;br /&gt;
Rocket launchers and light machine guns are not available to any class, but can be found in locations on the map, or stored in the trunk of a car if the proper upgrade has been purchased for it&lt;br /&gt;
&lt;br /&gt;
As in many prior Battlefield games, most weapons are exclusive to one side when purchased, such as the Saiga .308 being only usable by the criminals, or the SCAR-H only being usable by the police. However, obtaining 1250 kills with a specific weapon allows players to purchase a Weapon License, letting them use it regardless of their team&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER*: As of June 12 2014, the screenshots posted here are from the game's beta trial, thus representing the unfinished product. It is quite possible that these weapons are unfinished, expect some of these screenshots to be replaced when the the actual game releases. &lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Unlike previous games in the series, pistols are now class-specific, sorted in different categories. The Operator kit uses the lower-caliber semi-automatics, such as the 92FS and Glock 17. The Mechanic uses revolvers, including the Judge. The Enforcer kit uses heavier pistols such as the M1911 and Desert Eagle, and the Professional uses machine pistols such as the Glock 18 and MAC-10&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] makes an appearance as the &amp;quot;92FS&amp;quot;, and is the starting weapon of the Operator for both factions, and by default comes with improved ironsights. In single-player it is also a default weapon for Nick Mendoza.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:BFHL92FSLoadout.jpg|thumb|none|600px|Stock &amp;quot;92FS&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHL92FS03.jpg|thumb|none|600px|&amp;quot;92FS&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHL92FS02.jpg|thumb|none|600px|Player holding the &amp;quot;92FS&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;93R&amp;quot;==&lt;br /&gt;
The [[Beretta 93R|Beretta 92FS &amp;quot;93R&amp;quot;]] was originally one of the &amp;quot;hidden guns&amp;quot;, it's the same &amp;quot;93R&amp;quot; from [[Battlefield 3]] which, of course, it's a normal [[Beretta 92FS|92FS]] with a resemblance of the 93R. Unlike Battlefield 4's model, it has the extended magazine and ported barrel as it had in Battlefield 3. It is the only burst-fire machine pistol and is exclusive to Law Enforcement Professional Class.&lt;br /&gt;
[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:BFH93R.jpg|thumb|none|600px|Beretta 92FS as the &amp;quot;M93R&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 SP-01 SHADOW==&lt;br /&gt;
The [[CZ 75#CZ 75 SP-01 SHADOW|CZ-75 SP-01 SHADOW]] appears simply as the 'CZ-75' and can be purchased for the Criminal Operator. It has a larger magazine than the 92FS and P226, and is quite accurate. Unlike Battlefield 4's version, it appears to be a 9x19mm model rather than .40 S&amp;amp;W.&lt;br /&gt;
[[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|350px|CZ 75 SP-01 SHADOW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The Desert Eagle Mark XIX appears once again from Battlefield 4 although this time it is called the &amp;quot;Bald Eagle&amp;quot;. Unlike in Battlefield 4, this Desert Eagle has a chrome finish as opposed to black and is now chambered in .50 Action Express instead of .44 Magnum. It can be unlocked for both teams' Enforcer class by completing the Enforcer Assignment 2. A gold-plated version is also used by the VIP in the Crosshair game mode.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:BFHardlineBaldEagle4.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; in the outfitting menu]]&lt;br /&gt;
[[File:BFHardlineBaldEagle1.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; Ingame]]&lt;br /&gt;
[[File:BFHardlineBaldEagle2.jpg|thumb|500px|none|&amp;quot;Uh oh, where did it go?!?&amp;quot;]]&lt;br /&gt;
[[File:BFHardlineBaldEagle3.jpg|thumb|500px|none|&amp;quot;Ta-da!&amp;quot; One of the new unique reloads has the player perform some slight of hand magic to reload the &amp;quot;Bald Eagle&amp;quot;. Chances of encountering this rare reload are 1 in 10,000]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
Originally cut from release, the [[FN Five-seveN]] appears as the &amp;quot;FN57&amp;quot; in an update released alongside the Robbery DLC. The Five-seveN is the only all-class sidearm and holds 20+1 rounds.&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|none|350px|FN Five-seveN - FN 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] makes a return from ''[[Battlefield 3]]'' as the &amp;quot;G17&amp;quot;, unlocked for both teams by completing the Operator Assignment 2. It has the highest magazine capacity in its class, just ahead of the CZ-75, and has a much higher firecap than the other semi-automatic handguns&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|Glock 17 3rd Generation - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears as the default sidearm for the Professional class, being incorrectly named the 'G18C'. Its model is ported from Battlefield 4's Glock 18, which had the same slide serrations as a semi-automatic model rather than the unique ones for the 18's fire selector. It comes with a Laser Sight by default. Incidentally, it shares its Battlelog render with the Glock 17&lt;br /&gt;
[[Image: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;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK45C==&lt;br /&gt;
[[Heckler &amp;amp; Koch HK45|Heckler &amp;amp; Koch HK45C]] with threaded barrel is the default sidearm of the Enforcer kit on both teams, called &amp;quot;45T&amp;quot; in the game. By default it comes with a Mini Reflex sight.&lt;br /&gt;
[[Image:HK45C.jpg|thumb|none|350px|Heckler &amp;amp; Koch HK45C - .45 ACP]]&lt;br /&gt;
[[Image:HK45C with Threaded Barrel.jpg|thumb|none|350px|Actual Heckler &amp;amp; Koch HK45C'''T''' for comparison - .45 ACP. Note the different sights.]]&lt;br /&gt;
[[Image:BFHLHK4503.jpg|thumb|none|600px|Stock &amp;quot;HK45C&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLHK4502.jpg|thumb|none|600px|&amp;quot;HK45C&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLHK4501.jpg|thumb|none|600px|Player holding the &amp;quot;HK45C&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] appears as the 'P226' and is available for purchase by Law Enforcement Operators. It has a lower magazine size than any of the Operator's other sidearms.&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P40 Pro==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P40]] Pro appears as the '.40 Pro', and is a pistol for the Enforcer class. It can be differentiated from the standard M&amp;amp;P40 by the 5 inch barrel. Oddly for a pistol originally created for Military and Law Enforcement, it is only available for the Criminal team. It has slightly lower power than the other Enforcer handguns, but has a much higher capacity, acting sort of like the Operator's sidearms&lt;br /&gt;
[[File:S&amp;amp;W-M&amp;amp;P-40.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P40 - .40 S&amp;amp;W ACP]]&lt;br /&gt;
[[File:BFHardline40Pro.jpg|thumb|none|500px|'.40 Pro' in the selection menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 R8==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 R8]] makes its video game debut in this entry of the [[Battlefield]] series, where it can be purchased for the Law Enforcement Mechanic class. It has a higher capacity than any of the other revolvers, with 8 rounds per cylinder. It appears under the name &amp;quot;.357 RS&amp;quot;&lt;br /&gt;
[[Image:S&amp;amp;WModel327.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson 327 R8 - .357 Magnum]]&lt;br /&gt;
[[Image:BFHSW357.jpg|thumb|none|600px|S&amp;amp;W Model 327 R8 as the &amp;quot;RS357&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 642==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 642]] revolver is the default sidearm for the Mechanic on both teams; called the &amp;quot;.38 Snub&amp;quot;. It initially had an incorrect 6-round capacity during the June 2014 beta.  This has since been rectified to 5 rounds as of the February 2015 beta. It has a laser sight equipped by default, which is the only attachment it can use.&lt;br /&gt;
[[Image:S&amp;amp;W642Airweight.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 642 Airweight Snub nose revolver chambered in .38 Special]]&lt;br /&gt;
[[Image:BFHLSNUB03.jpg|thumb|none|600px|Model 642 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLSNUB02.jpg|thumb|none|600px|Model 642's iron sights.]]&lt;br /&gt;
[[Image:BFHLSNUB01.jpg|thumb|none|600px|Player holding the Model 642]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge &amp;quot;Public Defender&amp;quot;==&lt;br /&gt;
The &amp;quot;Public Defender&amp;quot; snub nose version of the [[Taurus Judge]] appears as the &amp;quot;.410 Jury&amp;quot;. It is unlocked for both teams by completing Mechanic Assignment 2&lt;br /&gt;
[[File:Taurus Judge Public Defender.jpg|thumb|none|350px|Taurus Judge &amp;quot;Public Defender&amp;quot; - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]] returns from both prior Battlefield games, again named the '.44 Magnum.' It can be purchased for the Criminal Mechanic&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|350px|Taurus Model 44 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Tactical Custom 1911==&lt;br /&gt;
The [[Colt M1911|Vickers Tactical 1911]] comes back from [[Battlefield 4]], somewhat incorrectly called &amp;quot;M1911A1&amp;quot;. It can be purchased for the Law Enforcement Enforcer class. Although it is the same model reused from ''[[Battlefield 4]]'', tritium inserts have been added and the slight misalignment of the sights has been fixed.&lt;br /&gt;
[[Image:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|350px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]]&lt;br /&gt;
[[Image:BFH1911.jpg|thumb|none|600px|Vickers tactical as &amp;quot;M1911&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45]] appears simply as the 'M/45' and can be purchased for the Law Enforcement Mechanic. It is correctly depicted as being open-bolt and lacking a fire selector, unable to chamber an extra round and limited to automatic fire. In prior betas it was a Criminal-exclusive weapon, though for balance reasons was shifted to the Law Enforcement team. It holds 36 rounds with no extra in the chamber and unlike other open-bolt weapons in the game, the bolt is pulled back at the start of an empty reload rather than the end&lt;br /&gt;
[[Image:Kp m45b.jpg|thumb|none|400px|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 series#CZ Scorpion Evo 3 A1|CZ Scorpion Evo 3 A1]] appears as the &amp;quot;Scorpion&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|400px|none|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available for purchase for the Criminal Mechanic class as the &amp;quot;P90&amp;quot;. Earlier beta versions had 40 round capacity, later corrected to 50. The game also shows the magazine to be incorrectly removed without pressing the magazine release button. By default it starts with a heavy barrel attachment which makes it appear as the civilian variant, the FN PS90.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[Image:BFHLP9002.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLP9003.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLP9001.jpg|thumb|none|600px|Stock &amp;quot;P90&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5KA4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5KA4]] is an available sub-machine gun for the Mechanic class of both teams. This is the starting weapon for the Mechanic in the February 2015 beta, and is equipped with a red dot sight, suppressor and extended magazine, which for some reason holds only 25 rounds. The weapon always has the buttcap of the MP5K-PDW, and the folding stock is optional. Attaching a muzzle device will turn it into an actual MP5K-PDW.&lt;br /&gt;
[[Image:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5KA4 (3 round burst added) with 15-round magazine - 9x19mm]]&lt;br /&gt;
[[image:MP5K-PDW.jpg|thumb|none|400px|MP5K-PDW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|MP7A1]] appears as the &amp;quot;MP7&amp;quot; in the Robbery DLC. It comes with default 40-round magazines, and is another weapon that can be used by all classes of both Law Enforcement and Criminals.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]], as the &amp;quot;UMP-45&amp;quot;, was the starting weapon for the Mechanic class in June 2014 beta. The front sight assembly is removed when equipped with optics like in [[Battlefield 4]]. In real life, this would not be possible without permanently altering the weapon. During the Feburary 2015 beta, it instead became available to purchase for the Law Enforcement Mechanic. After the beta, the UMP-45 was swapped to the Criminal team for balancing reasons, with Law Enforcement getting the M/45 in exchange&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:BFHLUMP4501.jpg|thumb|none|600px|UMP-45 being held.]]&lt;br /&gt;
[[Image:BFHLUMP4502.jpg|thumb|none|600px|UMP-45 iron sight.]]&lt;br /&gt;
[[Image:BFHLUMP4503.jpg|thumb|none|600px|Stock UMP-45 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] can be purchased for the Criminal Mechanic class. In the June Beta, it incorrectly chambered a round for 30+1 rounds, but later it was corrected to 32+0. It has a unique bolt handle that extends to the left&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[Image:BFHLUZI02.jpg|thumb|none|600px|Uzi being held.]]&lt;br /&gt;
[[Image:BFHLUZI03.jpg|thumb|none|600px|Uzi iron sight.]]&lt;br /&gt;
[[Image:BFHLUZI01.jpg|thumb|none|600px|Stock Uzi in the loadout menu]]&lt;br /&gt;
[[Image:BFHLUZI.jpg|thumb|none|600px|&amp;quot;I don't know how to Uzi.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] equipped with rails is an available machine pistol sidearm for the Professional class. The MAC-10 in game has an aftermarket upper receiver, which adds a full-length top rail and relocates the bolt handle to the side. It can be unlocked by completing Professional Assignment 2, and can be used by both teams. By default it starts with a Suppressor and a Stock option and a small magazine size of only 15 rounds, and at first was incorrectly depicted as being able to have an additional round in the chamber, despite the real MAC-10 being open-bolt. In the final release of the game, the MAC-10 is indeed shown as an open-bolt weapon&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|none|300px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:BFHMAC10.jpg|thumb|none|600px|MAC-10 in the loadout menu. The charging handle has been moved to the side, to allow for a top rail.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
A full-auto converted [[Intratec TEC-9]] is available for purchase for the Criminal Professional class. It chambers +1 round, which is correct as the TEC-9 is a closed-bolt gun. (Only the original KG-9 is open-bolt) The magazine is shown to be incorrectly holding 20 rounds in a 32 rounds magazine, but this is corrected to 32 with use of the &amp;quot;Extended Magazines&amp;quot; option.&lt;br /&gt;
[[Image:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFHLTEC901.jpg|thumb|none|600px|TEC-9 being held.]]&lt;br /&gt;
[[Image:BFHLTEC902.jpg|thumb|none|600px|TEC-9 iron sight.]]&lt;br /&gt;
[[Image:BFHLTEC903.jpg|thumb|none|600px|Stock TEC-9 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==KRISS K10==&lt;br /&gt;
The [[TDI Vector|KRISS K10]] appears as the 'K10' and can be purchased for the Law Enforcement Mechanic, with an astounding RPM of 1200. To balance out its firing rate, its accuracy is quite low. It also has a slightly below-average magazine size of 25+1&lt;br /&gt;
[[Image:K102.jpg|thumb|none|400px|KRISS K10 with barrel RIS - .45 ACP / 9x19mm Para / .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
An [[M1A1 Thompson]] is introduced in patch 1.04 that was released alongside the Battlefield Hardline: Criminal Activity expansion, although the expansion is not required to own the weapon, which appears simply as ''M1A1''. It was the first of a few primary weapons that can be used by all classes. It is equipped with a 30-round magazine by default, and the extended magazine incorrectly gives it the 50-round drum, despite the real M1/M1A1 Thompson not accepting the 50 round drum magazines used on the M1921/M1928A1. It can also equip a stubby grip, but no barrel attachments or different sights. Unlike other weapons, it cannot use camouflages, instead only able to use the Bronze, Silver, or Gold finishes. Curiously, no bolt operation seems to be seen when the weapon is reloaded while empty&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:BFH M1A1.jpg|thumb|none|600px|Unmodified M1A1 Thompson in the loadout menu.]]&lt;br /&gt;
[[Image:BFH M1A1 fgrip ext mag.jpg|thumb|none|600px|M1A1 with 50-round drum magazine and foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] can be unlocked for both teams' Mechanic class by completing the Mechanic Syndicate assignment. By default, it is equipped with a red dot and laser sight.&lt;br /&gt;
[[Image:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFH FMG9 01.jpg|thumb|none|600px|Unmodified FMG-9 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
[[SIG-Sauer MPX]] returns from Battlefield 4 as a purchasable weapon for the Law Enforcement Mechanic, and is chambered in .40 S&amp;amp;W. It has 30 rounds in the magazine. Unlike Battlefield 4, its stock is now collapsed by default but can be extended with the Stock accessory, reducing recoil. It is anachronistic to the first part of the single-player story set in 2012, since the MPX was developed in 2013.&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
[[SPAS-12]] returns from previous Battlefield games for the Criminal Enforcer class, but this time around is set to semi-automatic rather than pump-action. Has 8 + 1 capacity. Despite its semi-automatic firing, waiting after a shot will still cause a pumping animation, and the ejection port seems frozen shut during an empty reload&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37 &amp;quot;Stakeout&amp;quot;==&lt;br /&gt;
The [[Ithaca 37]] in &amp;quot;Stakeout&amp;quot; configuration is an available shotgun for the Police Enforcer class, known as &amp;quot;37 Stakeout&amp;quot; in game. It has the length and wooden forearm of the standard &amp;quot;Stakeout&amp;quot;, but has the heat shield and unique foregrip of the ''[[Miami Vice]]'' movie gun seen below. The foregrip is somehow installed over the forearm. Strangely, a  identical configuration was seen in ''[[Grand Theft Auto: Vice City]]''. It can be bought for the Law Enforcement Enforcer, and can be unlocked early on in the single-player story. It holds 5+1 shells and has a tighter spread than the 870&lt;br /&gt;
[[Image:Custom37.jpg|thumb|none|400px|Customized Ithaca 37 &amp;quot;Stakeout&amp;quot; with Pachymar pistol grip, vertical foregrip, and heat shield - 12 gauge. This movie gun was seen in ''[[Miami Vice]]'' and various films.]]&lt;br /&gt;
[[Image:Stakeout-1-.jpg|thumb|none|400px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
[[Kel-Tec KSG]] is available in Criminal Activity DLC, appearing as KSG12, and holding 14 shells. It exclusive to the Enforcer class on the Law Enforcement team and can be bought fairly cheap, requiring no assignment to complete unlike previous Battlefield games' DLC weapons. Like in other video games featuring the KSG, the two magazine tubes are incorrectly treated as one continuous tube, as the the magazine selector is never operated.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|400px|Kel-Tec KSG with Magpul RVG foregrip - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Marine Magnum==&lt;br /&gt;
The [[Remington 870 Marine Magnum]] is the default weapon for the Enforcer class as the &amp;quot;870P Magnum&amp;quot;, taking the MG36's place during the June 2014 beta as this class' default weapon, as the MG36, along with all other LMGs, are now Battle Pickups as of the February 2015 beta. It has a rail attached to the top of the receiver. By default it is equipped with a Tactical Light, which differs from a regular flashlight in that it only activates when aiming&lt;br /&gt;
[[Image:Remington870MarineMagnum.jpg|thumb|none|400px|Remington 870 Marine Magnum - 12 Gauge]]&lt;br /&gt;
[[Image:BFHLR87001.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR87002.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLR87003.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; with a flashlight attched in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Izhmash Saiga series shotgun#Saiga 12|Saiga-12K]] appears as the &amp;quot;Saiga 12&amp;quot; in the Robbery DLC. &lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Side by Side Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed-Off Side by Side Shotgun]] is unlocked by the Enforcer class as the &amp;quot;Double-Barrel Shotgun&amp;quot;. It is unlocked by completing the Enforcer Syndicate assignment. When reloading, even if only one shot is fired, both shells are replaced.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Sawed-Off Remington SBS - 12 gauge]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF01.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF02.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF03.jpg|thumb|none|600px|Stock &amp;quot;Sawed Off Shotgun&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==12 Gauge Side-by-Side Shotgun==&lt;br /&gt;
Buying the &amp;quot;Long Barrel&amp;quot; and &amp;quot;Stock&amp;quot; attachments for the sawed-off shotgun will turn it into a full-length [[12 Gauge Double Barreled Shotgun|12 gauge Side-by-Side Shotgun]].&lt;br /&gt;
[[Image:BaikalSBSShotgun.jpg|thumb|none|400px|Baikal SBS shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is available to the Criminal Operator class. Earlier betas had a railed handguard, but it was later changed to the original wood furniture (equipping anything in the Accessory slot will return the RIS handguard). It has higher damage and better range than the other Operator weapons, but is hard to control and fires slower than the rest.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:BFHLAKM02.jpg|thumb|none|600px|AKM being held.]]&lt;br /&gt;
[[Image:BFHLAKM03.jpg|thumb|none|600px|AKM iron sight.]]&lt;br /&gt;
[[Image:BFHLAKM01.jpg|thumb|none|600px|Stock AKM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is an available carbine for the Criminal team's Operator class. It uses an aftermarket railed handguard and is equipped with a laser sight by default.&lt;br /&gt;
[[Image:AKS74U-RIS.jpg|thumb|none|400px|AKS-74U with railed handguard - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
The [[Bushmaster ACR]] is available to the Operator class as the &amp;quot;ACW-R&amp;quot;. It is featured in-game as a Carbine. It was only available for pre-ordering the game or purchasing the Deluxe Edition Upgrade. As of the Robbery DLC, it is free to all players&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, five-sided handguard, and Magpul MBUS sights &amp;amp; PMag magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[Colt M16A4]] is depicted as a fully automatic &amp;quot;M16A3&amp;quot;, similar to [[Battlefield 3]]. It can be purchased by the Law Enforcement Operator, though in early betas was the kit's default weapon.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope - 5.56x45mm. This is the USMC style setup.]]&lt;br /&gt;
[[Image:BFHLM16A30Hold.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; being held. Evident in this screenshot are the incorrectly raised receiver rails, resulting in a small gap between the rear of the carrying handle and the receiver. This is possibly due to needing to match the height of the new handguard rail model (discussed in a following screenshot caption).]]&lt;br /&gt;
[[Image:BFHLM16A302.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; iron sight. Like in BF3 and BF4, the ghost ring assembly is incorrectly modelled with the small aperture style ring but with the opening of a large aperture.]]&lt;br /&gt;
[[Image:BFHLM16A303.jpg|thumb|none|600px|Stock &amp;quot;M16A3&amp;quot; in the loadout menu. Note the long-awaited bayonet lug has been added with a sling swivel (though the swivel should be mounted on the rear lug of the front sight base) along with a new Daniel Defense M4 12.0 free float handguard (a Knight's Armament Company RAS M5 in previous titles).]]&lt;br /&gt;
[[Image:BFHLM16A301.jpg‎|thumb|none|600px|Promotional screenshot of the &amp;quot;M16A3&amp;quot;; this SWAT officer's misfortune at least gives us good lighting on his newly upgraded Magpul PMAGs. Note that the character seems to be using the CIRAS maritime body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] is featured as the &amp;quot;RO933&amp;quot; and is the starting carbine for the Operator class. By default it is equipped with a stubby grip, a flash hider, and an Aimpoint Micro T1 sight&lt;br /&gt;
[[Image:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHardlineRO933.jpg|thumb|none|500px|&amp;quot;RO933&amp;quot; Ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears as the &amp;quot;MDC&amp;quot; (Despite being modeled as Full sized MDR) in the Robbery DLC.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|450px|none|Desert Tech Micro Dynamic Rifle - 5.56x45mm NATO / 7.62x51mm / 7.62x39mm / .300 AAC / 6.8x43mm SPC. This is a pre-production model with 3D printed furnishings first shown in 2014: the current version has an ambidextrous charging handle rather than a reversible one, what appears to be a release catch on the handguard, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[file:Desert Tech MDR-C.jpg|thumb|450px|none|'''The Actual''' Desert Tech Micro Dynamic Rifle Compact - 5.56x45mm NATO / 7.62x51mm / 7.62x39mm / .300 AAC / 6.8x43mm SPC]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] can be purchased for the Criminal Enforcer and appears as &amp;quot;SA-58 OSW&amp;quot;. It holds 20+1 rounds and comes with a PK-A 3.5x scope by default&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BfhlbetaFal1.jpg|thumb|none|600px|The SA58 OSW being held.]]&lt;br /&gt;
[[Image:BfhlbetaFal2.jpg|thumb|none|600px|The SA58 OSW's iron sights.]]&lt;br /&gt;
[[Image:BfhlbetaFal3.jpg|thumb|none|600px|Chambering a new round. ]]&lt;br /&gt;
[[Image:BfhlbetaFal4.jpg|thumb|none|600px|The SA58 OSW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Operator class. It was only available for pre-ordering the game or buying the Deluxe Edition Upgrade, but as of the Robbery DLC is free to all players. Equipped with an ACOG scope by default, it has a fire rate of 675 RPM in-game. Player characters in-game reload the weapon rather slowly in comparison to other weapons with an empty reload taking 4.2 seconds. &lt;br /&gt;
[[File:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Surbaissé==&lt;br /&gt;
The [[FAMAS#FAMAS FELIN|FAMAS Surbaissé]] appears as the &amp;quot;Famas&amp;quot; in the Robbery DLC. It is a bit slower than prior Battlefield games at 900 RPM, and keeps its 25+1 capacity from prior games as well. It is available to both teams' Operator class&lt;br /&gt;
[[Image:Famas-felin.jpg|thumb|none|450px|FAMAS Surbaissé with infrared scope - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000==&lt;br /&gt;
The [[FN F2000]] appears as the &amp;quot;F2000&amp;quot; in the Robbery DLC, exclusive to the Criminal Operator. Unlike in Battlefield 4, its mounted scope is used when ironsights are selected, rather than allowing other sights to be used and the scope as an option&lt;br /&gt;
[[Image:F2000.jpg|thumb|none|450px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
When equipped with optics, the F2000 becomes an [[FN F2000 Tactical]].&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|450px|FN F2000 Tactical with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
[[FN FAL]] is available in Criminal Activity DLC for the Criminal Enforcer class. With the stock attachment, it becomes a synthetic furniture model.  It is nearly identical to its more modern counterpart except for a faster rate of fire.&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|450px|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFH FN FAL 01.jpg|thumb|none|600px|Default FN FAL in the loadout menu.]]&lt;br /&gt;
[[Image:BFH FN FAL 02.jpg|thumb|none|600px|FN FAL with the &amp;quot;Stock&amp;quot; attachment, which gives the entire weapon synthetic furtniture.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The Third Generation [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]], listed in-game as the &amp;quot;SCAR-H&amp;quot;, is an unlockable heavy carbine for the Law Enforcement Enforcer. With the heavy barrel attachment, it becomes a mid length SCAR-H STD. The game also shows the incorrectly pressing the magazine release button while empty reload. &lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
[[Heckler &amp;amp; Koch G36C]] is available to purchase for the Law Enforcement Operator class. Like in Battlefield 4, during the beta it has an incorrect rate of fire of 650 rounds per minute instead of 750. but was corrected in the full game to it's proper 750 RPM. In betas, it was exclusive to the Criminal team, but was swapped after the February beta for balancing reasons&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36C02.jpg|thumb|none|600px|G36C being held.]]&lt;br /&gt;
[[Image:BFHLG36C03.jpg|thumb|none|600px|G36C iron sight.]]&lt;br /&gt;
[[Image:BFHLG36C01.jpg|thumb|none|600px|Stock G36C in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36E/KV Hybrid==&lt;br /&gt;
During the June 2014 beta, the [[Heckler &amp;amp; Koch G36|H&amp;amp;K G36E/KV Hybrid]] was the default Enforcer weapon, fitted with a 100-round drum C-Mag. The game refers it as the &amp;quot;MG36&amp;quot; LMG variant, but it is obviously NOT an MG36 since H&amp;amp;K only produced few MG36s with export sight; the weapon in-game is depicted as having the G36KV carrying handle/railmount. When equipped with iron sights, it uses backup iron sights as opposed to the sights mounted on the G36KV carrying handle as they are absent. The gun also shows the bolt being still even when the gun is fired.  As of the February 2015 beta, this weapon is no longer available to the Enforcer, as it, along with other LMGs, are now Battle Pickups. It always spawns with a CompM4S Sight, Muzzle Brake and Laser Sight and can be equipped from the trunk of a player's car with the LMG Armory vehicle upgrade. &lt;br /&gt;
[[Image:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with rail top carry handle - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:HKG36E-KV(MG36).jpg‎|thumb|none|450px|'''Airsoft''' A Hybrid of the G36E/KV which is often confused as the &amp;quot;MG36&amp;quot; Configuration -(fake) 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36K01.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLG36K02.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLG36K04.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; with an EOtech holographic sight.]]&lt;br /&gt;
[[Image:BFHLG36K03.jpg|thumb|none|600px|Stock &amp;quot;MG36&amp;quot;  in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] with 10.4 inch barrel is available to the Criminal Operator class as the &amp;quot;M416&amp;quot;. With the heavy barrel attachment, it becomes a mid length 14.5 inch barrel. In betas, it was exclusive to the Law Enforcement team, though after the Februrary beta was changed to the Criminal team for balancing. It is tied with the RO933 for the highest rate of fire in its weapon class&lt;br /&gt;
[[File:HK416 current.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 D10RS with 10.4 inch barrel - 5.56x45mm NATO.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK51==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK51]] is available for the Criminal Enforcer class. It has a slow rate of fire and its collapsible stock is extended by default&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|Heckler &amp;amp; Koch HK51 - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM]] is available to the Operator class as the &amp;quot;ARM&amp;quot;. It holds an extremely high capacity of 50 rounds and can be unlocked by completing the Operator Syndicate assignment.&lt;br /&gt;
[[File:Galil.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFH Galil ARM 01.jpg|thumb|none|600px|Default ARM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE N 21==&lt;br /&gt;
The [[Galil ACE|Galil ACE N 21]] is available to the Operator class as the &amp;quot;CAR-556&amp;quot;. It was only available for pre-ordering the game or buying the Deluxe Edition Upgrade, but as of the Robbery DLC it is free for all players. It posses the second largest magazine capacity of the Operator Weapons (with the ARM being first) holding 40 rounds.&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] appears in the Robbery DLC, incorrectly called &amp;quot;M1&amp;quot; only. It fitted with 30 rounds magazines and a folded stock by default. With the stock attachment, the stock becomes unfolded. Like the M1A1 Thompson, the M1A1 Carbine is one of the few primary weapon that can be used by all classes. Also similarly to the M1A1 Thompson, it has very limited attachments available, as it can only use stock, stubby grip and flash hider attachments. &lt;br /&gt;
[[Image:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The Ohio Ordnance HCAR is available for the Law Enforcement Enforcer class. Much like its counterpart on the Criminal team, the HK-51, it has a slow rate of fire but high power. Holds 30+1 rounds. It is anachronistic to the first part of the single-player story set in 2012, as the HCAR was announced in 2013.&lt;br /&gt;
[[File:HCAR.jpg|thumb|none|450px|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==PTR 91==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3#PTR 91|PTR 91]] is available as a marksman rifle to the Criminal Professional class.&lt;br /&gt;
[[File:PTR91NEW.jpg‎|thumb|none|450px|PTR 91 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLPTR02.jpg|thumb|none|600px|PTR-91 being held.]]&lt;br /&gt;
[[Image:BFHLPTR03.jpg|thumb|none|600px|PTR-91 iron sight.]]&lt;br /&gt;
[[Image:BFHLPTR01.jpg|thumb|none|600px|Stock PTR-91 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK light machine gun]] appears as the &amp;quot;RPK&amp;quot; in the Robbery DLC. Like the Galil ARM, RPK holds an extremely high capacity of 50 rounds drum magazines (Actual RPK's drum magazines hold 75 rounds) and now categorized as Assault Rifle. Like the AKM, RPK fitted original wood handguard by default. when equipping anything in the Accessory slot, it became the RIS handguard.&lt;br /&gt;
[[Image:Rpk 01 drum.jpg|thumb|none|450px|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG StG 57 / SG 510-4 Hybrid==&lt;br /&gt;
[[SIG SG 510]] is available in Criminal Activity DLC for the Law Enforcement Enforcer class. Its modelled after both StG 57 and SG 510-4, as it has the overall black furniture and stock of StG 57, but ironsights and charging handle are from SG 510-4, and it is chambered in 7.62x51mm NATO. The default magazine holds 24 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:SIGSG510-4.jpg|thumb|450px|none|SIG SG 510-4 Battle Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SIG-StG-57.jpg|thumb|450px|none|SIG StG 57 Battle Rifle - 7.5mm Swiss]]&lt;br /&gt;
[[Image:BFH SG510.jpg |thumb|600px|none|Default SG 510 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] is available to the Law Enforcement Operator class as the &amp;quot;SG553&amp;quot;. It is equipped by default with an SRS Red Dot. &lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|none|450px|SIG SG 553 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==SAIGA 308==&lt;br /&gt;
The [[SAIGA 308]] as the &amp;quot;SAIGA .308&amp;quot; can be purchased for the Criminal Professional class. As of the beta, no iron sight is available to this gun. Due to either modeling or point of perspective, when viewed from the first person, the scope seems ridiculously large. In the full game, correct iron sights have been added, replicating the AKM ironsights.&lt;br /&gt;
[[Image:Saiga 308.jpg|thumb|none|450px|SAIGA 308 - 7.62х51mm NATO]]&lt;br /&gt;
[[Image:BFHLSAIGA30802.jpg|thumb|none|600px|&amp;quot;SAIGA .308&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAIGA30801.jpg|thumb|none|600px|Stock &amp;quot;SAIGA .308&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[M14 Rifle#Springfield Armory M1A SOCOM 16|Springfield Armory M1A SOCOM 16]] ,  known simply as &amp;quot;SOCOM 16&amp;quot;, is a marksman rifle for the Law Enforcement Professional class.  With the heavy barrel attachment, it becomes a full length M1A.&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|450px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As noted in the intro, man-portable machine guns are Battle Pickups in this entry of the series, and are no longer part of any class' kit.&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] comes back from the previous [[Battlefield]] series. It spawns on some maps as a Battle Pickup equipped with a Holographic sight and a stubby grip. &lt;br /&gt;
[[Image:M240-1.jpg‎|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHM240B.jpg|thumb|none|600px|The M240B in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para==&lt;br /&gt;
An [[M249]] was featured in the Beta on the Counter/Heavy Attack Truck, being used by the secondary gunner and was available for the Enforcer class during early beta's. Now in the full game it is a Battle Pickup instead, and appears as the backdoor weapon for the SUV as well.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg‎|thumb|none|450px|FN M249 Para - 5.56x45mm]]&lt;br /&gt;
[[Image:BFHLSAW01.jpg‎|thumb|none|600px|M249 SAW mounted on top of the Mk19 grenade launcher and M2HB machine gun, that is mounted on top of a Counter/Heavy Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
[[PKP Pecheneg]] is mounted on Criminals' Hardened Attack Truck. It is the default gun used by the driver.&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg machine gun with ammo box - 7.62x54mm R.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==AAC Integrally Suppressed Remington 700==&lt;br /&gt;
The AAC Integrally Suppressed [[Remington 700]] appears as the &amp;quot;.300 Knockout&amp;quot;. It can be unlocked for both teams by completing the Professional Syndicate assignment. It also comes with a straight-pull bult by default&lt;br /&gt;
[[Image:Img 5166-tfb.jpg|thumb|none|450px|AAC Integrally Suppressed Remington 700 - .300 BLK]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M82 rifle series#Barrett M107|Barrett M107]] appears as the &amp;quot;M82 .416&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|450px|Barrett M107 - .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]]. This time around, it is correctly designated &amp;quot;AWM&amp;quot;, and correctly chambered in .338 Magnum. It can be purchased for the Criminal Professional.&lt;br /&gt;
[[Image:AI L115A3.jpg|thumb|none|450px|Accuracy International AWM-F - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BFHAWMF.jpg|thumb|none|600px|The hidden incomplete &amp;quot;AWM&amp;quot; on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s AWM-F.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 Enhanced Combat Carbine==&lt;br /&gt;
The [[Knight's Armament SR-25|SR-25 Enhanced Combat Carbine]] appear as &amp;quot;SR-25 ECC&amp;quot;. It can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm]]&lt;br /&gt;
[[Image:BFHSR25.jpg|thumb|none|600px|The hidden incomplete &amp;quot;SR-25 ECC&amp;quot; in the loadout menu on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s Mk 11 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700LTR==&lt;br /&gt;
The [[Remington 700| Remington 700 LTR]], as &amp;quot;R700LTR&amp;quot;, was the default weapon of the Professional class in the June 2014 beta. It is equipped with a fluted barrel. Currently it can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Rem700.jpg|thumb|none|450px|Remington Model 700P LTR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLR70001.jpg|thumb|none|600px|&amp;quot;R700 LTR&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR70002.jpg|thumb|none|600px|Stock &amp;quot;R700 LTR&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Elite==&lt;br /&gt;
The [[Steyr Elite]] appear as &amp;quot;Scout Elite&amp;quot;, is the default weapon of the Professional class starting with the February 2015 beta. By default it is equipped with a straight-pull bolt accessory, removing the need to unscope between aimed shots. Unlike the heavier bolt-action rifles, it comes with only a 6x scope by default, rather than 8x&lt;br /&gt;
[[Image:ELITE.jpeg|thumb|none|450px|Steyr Elite - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Both the Stinger and the RPG-7 were available gadgets for the Mechanic class during the June 2014 beta, but these have since been relegated to Battle Pickups.&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
[[FIM-92A Stinger]] is available as a pick-up weapon only. Just how the police and a criminal syndicate can get a hold of this advanced military grade weapon is beyond anyone's guess, but it functions just like the previous games. The Anti-Air Armory upgrade for certain vehicles allows it to be claimed from their trunk.&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:BFHLStinger01.jpg|thumb|none|600px|Player holding the Stinger.]]&lt;br /&gt;
[[Image:BFHLStinger02.jpg|thumb|none|600px|Player aiming down the sights of the Stinger.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is available to the Law Enforcement Mechanic class. The descrition of the weapon reads &amp;quot;''It's not exactly clear how Law Enforcement got a hold of this baby. A breach-loading launcher, it fires a 40mm high explosive grenade that is effective against light vehicles and agents.''&amp;quot; As in the previous two games, 40mm grenades are more useful for finishing weakened enemies off or taking down vehicles than for direct kills. The Operator class can use a unique version firing tear gas grenades&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|275px|H&amp;amp;K M320 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The M79 is available for the Criminal Mechanic Class. It's description states that the weapon was (obviously) not obtained through legal channels. It functions identically to the M320. The Operator can use a unique version firing tear gas grenades&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
The [[M79 grenade launcher]] is the criminals' counterpart to the M320.&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The SMAW spawns as a Battle Pickup throughout some maps. It is a single shot weapon, being discarded upon use (similar to [[Battlefield 4]]'s AT4) and is much more powerful than the RPG-7. &lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] can no longer be equipped by the Mechanic class, but can be picked up from various locations. The Anti-Armor Armory upgrade for certain vehicles allows it to be claimed from the vehicle's trunk.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BFHLRPG701.jpg|thumb|none|600px|Player holding the RPG-7V2.]]&lt;br /&gt;
[[Image:BFHLRPG702.jpg|thumb|none|600px|Sights of the RPG-7V2.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==AN/M14 incendiary grenade==&lt;br /&gt;
Available to purchase for any class. Incendiaries (and molotovs) thrown by teammates will have blue fire. Two are carried at once&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 incendiary grenade]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
Available for purchase for any class. As in Battlefield 4, smoke clouds can prevent spotting&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|120px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 fragmentation hand grenade==&lt;br /&gt;
Every class in the game can equip one [[M67 hand grenade|M67 fragmentation hand grenade]]. It is the default grenade&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|150px|M67 fragmentation hand grenade]]&lt;br /&gt;
[[Image:BFHLM6701.jpg|thumb|none|600px|Player holding the M67.]]&lt;br /&gt;
[[Image:BFHLM6702.jpg|thumb|none|600px|M67 on the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
Available for purchase for any class. Players using the Flashbang can carry 2 at a time&lt;br /&gt;
[[Image:M84stun.jpg|thumb|none|100px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears on many vehicles. It is the main weapon for the Counter Attack Trucks. It is also the default door gunner weapon for the transport helicopters, and can be purchased for the SUVs to replace the default M134.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BFHLM201.jpg|thumb|none|600px|Heavy/Counter Attack Truck with the M2HB mounted on top]]&lt;br /&gt;
&lt;br /&gt;
==FN M3M==&lt;br /&gt;
The [[Browning M3#FN GAU-21|FN M3M]] is purchasable for the SUV turret, and the helicopter door gunners, referred to as &amp;quot;M3M&amp;quot;. It differs from the M2HB by having a higher rate of fire.&lt;br /&gt;
[[image:FN GAU-21.jpg|thumb|none|400px|FN M3M (designated GAU-21 in the US military) - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is also mounted on the Counter Attack Truck as a secondary weapon to the [[Browning M2HB]], it can be customized to fire 25mm flechette ammunition.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BFHLMK1901.jpg|thumb|none|600px|Mk 19 grenade launcher on a police Counter Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
[[M134 Minigun]]s are mounted on the Transport Helicopters, Armoured SUV and Attack Helicopter's nose mount.&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHLM13401.jpg|thumb|none|600px|M134 mounted on top of a Armoured Van.]]&lt;br /&gt;
[[Image:BFHLM13403.jpg|thumb|none|600px|Armoured Van with M134 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLM13402.jpg|thumb|none|600px|M134 mounted on top of a Transport Helicopter.]]&lt;br /&gt;
[[Image:BFHLM13404.jpg|thumb|none|600px|Transport Helicopter with M134 in the loadout menu]]&lt;br /&gt;
[[Image:BFHLM13405.jpg|thumb|none|600px|M134 mounted on the nose of the Attack Helicopter.]]&lt;br /&gt;
&lt;br /&gt;
=Misc.=&lt;br /&gt;
&lt;br /&gt;
==Taser X26E==&lt;br /&gt;
The [[Taser#X26|Taser X26E]] appears as an all-kit gadget, in the sidearm slot. It is called &amp;quot;T62 CEW&amp;quot; (for '''C'''onducted '''E'''nergy '''W'''eapon, the official classification for Taser-like weapons) in the game. The ingame version can mount a reflex sight, something not possible with the real-life weapon, and indeed the ingame model shows no rails or other attachment points where one could be mounted. The reticle consists of a large white circle, and two green dots appear in the center if an enemy is within range. Enemies hit with the Taser will visibly spark for several seconds and collapse, and Taser takedowns will award a &amp;quot;Non-Lethal Takedown&amp;quot; score bonus, in addition to allowing players to interrogate the stunned enemy&lt;br /&gt;
[[Image:X26-tazer.jpg|thumb|none|401px|X26E Taser with safety cap on]]&lt;br /&gt;
[[Image:BFHLTaser01.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; being reloaded.]]&lt;br /&gt;
[[Image:BFHLTaser02.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: War]]&lt;br /&gt;
[[Category: Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=962740</id>
		<title>Battlefield Hardline</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=962740"/>
		<updated>2015-09-22T06:52:48Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Heckler &amp;amp; Koch M320 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield Hardline&lt;br /&gt;
|picture=BF Hardline.jpg&lt;br /&gt;
|caption=''Promotional artwork''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=March 17, 2015&lt;br /&gt;
|developer=Visceral&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox 360&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Battlefield Hardline'' is the latest game coming out for the ''[[Battlefield]]'' series, focusing on criminals and police warfare instead of pitting armies against each other.&lt;br /&gt;
&lt;br /&gt;
As in previous games, player take on as one of four classes:&lt;br /&gt;
&lt;br /&gt;
*Operator is akin to the Assault/Medic class, wielding assault rifles and carbines, able to revive and heal other players, and for the first time in the series, revive him/herself under certain conditions.&lt;br /&gt;
*Enforcer is a powerhouse class, wielding high-caliber battle rifles, heavy carbines, and shotguns, as well as dropping ammo for allies. A riot shield and C4 explosive is also unlocked by this class.&lt;br /&gt;
*Mechanic class is the stand in for the Engineer, using sub-machine guns and revolvers. Due to a lesser emphasis on vehicles, the Mechanic now gets more unique equipment like torso armor or the deployable spawn point, though still retains a 40mm grenade launcher and repair tool&lt;br /&gt;
*Professional class is the Recon/Sniper of this game, unlocking both bolt action and high caliber semi-automatic weapons. Gadgets available to this class include the trip mine and a surveillance camera.&lt;br /&gt;
&lt;br /&gt;
All of the classes are capable of equipping a zip-line crossbow, grappling hook launcher, gas mask, or a driving upgrade in place of either or both of their unique gadgets&lt;br /&gt;
&lt;br /&gt;
Rocket launchers and light machine guns are not available to any class, but can be found in locations on the map, or stored in the trunk of a car if the proper upgrade has been purchased for it&lt;br /&gt;
&lt;br /&gt;
As in many prior Battlefield games, most weapons are exclusive to one side when purchased, such as the Saiga .308 being only usable by the criminals, or the SCAR-H only being usable by the police. However, obtaining 1250 kills with a specific weapon allows players to purchase a Weapon License, letting them use it regardless of their team&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER*: As of June 12 2014, the screenshots posted here are from the game's beta trial, thus representing the unfinished product. It is quite possible that these weapons are unfinished, expect some of these screenshots to be replaced when the the actual game releases. &lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Unlike previous games in the series, pistols are now class-specific, sorted in different categories. The Operator kit uses the lower-caliber semi-automatics, such as the 92FS and Glock 17. The Mechanic uses revolvers, including the Judge. The Enforcer kit uses heavier pistols such as the M1911 and Desert Eagle, and the Professional uses machine pistols such as the Glock 18 and MAC-10&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] makes an appearance as the &amp;quot;92FS&amp;quot;, and is the starting weapon of the Operator for both factions, and by default comes with improved ironsights. In single-player it is also a default weapon for Nick Mendoza.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:BFHL92FSLoadout.jpg|thumb|none|600px|Stock &amp;quot;92FS&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHL92FS03.jpg|thumb|none|600px|&amp;quot;92FS&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHL92FS02.jpg|thumb|none|600px|Player holding the &amp;quot;92FS&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;93R&amp;quot;==&lt;br /&gt;
The [[Beretta 93R|Beretta 92FS &amp;quot;93R&amp;quot;]] was originally one of the &amp;quot;hidden guns&amp;quot;, it's the same &amp;quot;93R&amp;quot; from [[Battlefield 3]] which, of course, it's a normal [[Beretta 92FS|92FS]] with a resemblance of the 93R. Unlike Battlefield 4's model, it has the extended magazine and ported barrel as it had in Battlefield 3. It is the only burst-fire machine pistol and is exclusive to Law Enforcement Professional Class.&lt;br /&gt;
[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:BFH93R.jpg|thumb|none|600px|Beretta 92FS as the &amp;quot;M93R&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 SP-01 SHADOW==&lt;br /&gt;
The [[CZ 75#CZ 75 SP-01 SHADOW|CZ-75 SP-01 SHADOW]] appears simply as the 'CZ-75' and can be purchased for the Criminal Operator. It has a larger magazine than the 92FS and P226, and is quite accurate. Unlike Battlefield 4's version, it appears to be a 9x19mm model rather than .40 S&amp;amp;W.&lt;br /&gt;
[[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|350px|CZ 75 SP-01 SHADOW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The Desert Eagle Mark XIX appears once again from Battlefield 4 although this time it is called the &amp;quot;Bald Eagle&amp;quot;. Unlike in Battlefield 4, this Desert Eagle has a chrome finish as opposed to black and is now chambered in .50 Action Express instead of .44 Magnum. It can be unlocked for both teams' Enforcer class by completing the Enforcer Assignment 2. A gold-plated version is also used by the VIP in the Crosshair game mode.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:BFHardlineBaldEagle4.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; in the outfitting menu]]&lt;br /&gt;
[[File:BFHardlineBaldEagle1.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; Ingame]]&lt;br /&gt;
[[File:BFHardlineBaldEagle2.jpg|thumb|500px|none|&amp;quot;Uh oh, where did it go?!?&amp;quot;]]&lt;br /&gt;
[[File:BFHardlineBaldEagle3.jpg|thumb|500px|none|&amp;quot;Ta-da!&amp;quot; One of the new unique reloads has the player perform some slight of hand magic to reload the &amp;quot;Bald Eagle&amp;quot;. Chances of encountering this rare reload are 1 in 10,000]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
Originally cut from release, the [[FN Five-seveN]] appears as the &amp;quot;FN57&amp;quot; in an update released alongside the Robbery DLC. The Five-seveN is the only all-class sidearm and holds 20+1 rounds.&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|none|350px|FN Five-seveN - FN 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] makes a return from ''[[Battlefield 3]]'' as the &amp;quot;G17&amp;quot;, unlocked for both teams by completing the Operator Assignment 2. It has the highest magazine capacity in its class, just ahead of the CZ-75, and has a much higher firecap than the other semi-automatic handguns&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|Glock 17 3rd Generation - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears as the default sidearm for the Professional class, being incorrectly named the 'G18C'. Its model is ported from Battlefield 4's Glock 18, which had the same slide serrations as a semi-automatic model rather than the unique ones for the 18's fire selector. It comes with a Laser Sight by default. Incidentally, it shares its Battlelog render with the Glock 17&lt;br /&gt;
[[Image: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;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK45C==&lt;br /&gt;
[[Heckler &amp;amp; Koch HK45|Heckler &amp;amp; Koch HK45C]] with threaded barrel is the default sidearm of the Enforcer kit on both teams, called &amp;quot;45T&amp;quot; in the game. By default it comes with a Mini Reflex sight.&lt;br /&gt;
[[Image:HK45C.jpg|thumb|none|350px|Heckler &amp;amp; Koch HK45C - .45 ACP]]&lt;br /&gt;
[[Image:HK45C with Threaded Barrel.jpg|thumb|none|350px|Actual Heckler &amp;amp; Koch HK45C'''T''' for comparison - .45 ACP. Note the different sights.]]&lt;br /&gt;
[[Image:BFHLHK4503.jpg|thumb|none|600px|Stock &amp;quot;HK45C&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLHK4502.jpg|thumb|none|600px|&amp;quot;HK45C&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLHK4501.jpg|thumb|none|600px|Player holding the &amp;quot;HK45C&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] appears as the 'P226' and is available for purchase by Law Enforcement Operators. It has a lower magazine size than any of the Operator's other sidearms.&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P40 Pro==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P40]] Pro appears as the '.40 Pro', and is a pistol for the Enforcer class. It can be differentiated from the standard M&amp;amp;P40 by the 5 inch barrel. Oddly for a pistol originally created for Military and Law Enforcement, it is only available for the Criminal team. It has slightly lower power than the other Enforcer handguns, but has a much higher capacity, acting sort of like the Operator's sidearms&lt;br /&gt;
[[File:S&amp;amp;W-M&amp;amp;P-40.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P40 - .40 S&amp;amp;W ACP]]&lt;br /&gt;
[[File:BFHardline40Pro.jpg|thumb|none|500px|'.40 Pro' in the selection menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 R8==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 R8]] makes its video game debut in this entry of the [[Battlefield]] series, where it can be purchased for the Law Enforcement Mechanic class. It has a higher capacity than any of the other revolvers, with 8 rounds per cylinder. It appears under the name &amp;quot;.357 RS&amp;quot;&lt;br /&gt;
[[Image:S&amp;amp;WModel327.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson 327 R8 - .357 Magnum]]&lt;br /&gt;
[[Image:BFHSW357.jpg|thumb|none|600px|S&amp;amp;W Model 327 R8 as the &amp;quot;RS357&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 642==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 642]] revolver is the default sidearm for the Mechanic on both teams; called the &amp;quot;.38 Snub&amp;quot;. It initially had an incorrect 6-round capacity during the June 2014 beta.  This has since been rectified to 5 rounds as of the February 2015 beta. It has a laser sight equipped by default, which is the only attachment it can use.&lt;br /&gt;
[[Image:S&amp;amp;W642Airweight.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 642 Airweight Snub nose revolver chambered in .38 Special]]&lt;br /&gt;
[[Image:BFHLSNUB03.jpg|thumb|none|600px|Model 642 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLSNUB02.jpg|thumb|none|600px|Model 642's iron sights.]]&lt;br /&gt;
[[Image:BFHLSNUB01.jpg|thumb|none|600px|Player holding the Model 642]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge &amp;quot;Public Defender&amp;quot;==&lt;br /&gt;
The &amp;quot;Public Defender&amp;quot; snub nose version of the [[Taurus Judge]] appears as the &amp;quot;.410 Jury&amp;quot;. It is unlocked for both teams by completing Mechanic Assignment 2&lt;br /&gt;
[[File:Taurus Judge Public Defender.jpg|thumb|none|350px|Taurus Judge &amp;quot;Public Defender&amp;quot; - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]] returns from both prior Battlefield games, again named the '.44 Magnum.' It can be purchased for the Criminal Mechanic&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|350px|Taurus Model 44 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Tactical Custom 1911==&lt;br /&gt;
The [[Colt M1911|Vickers Tactical 1911]] comes back from [[Battlefield 4]], somewhat incorrectly called &amp;quot;M1911A1&amp;quot;. It can be purchased for the Law Enforcement Enforcer class. Although it is the same model reused from ''[[Battlefield 4]]'', tritium inserts have been added and the slight misalignment of the sights has been fixed.&lt;br /&gt;
[[Image:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|350px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]]&lt;br /&gt;
[[Image:BFH1911.jpg|thumb|none|600px|Vickers tactical as &amp;quot;M1911&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45]] appears simply as the 'M/45' and can be purchased for the Law Enforcement Mechanic. It is correctly depicted as being open-bolt and lacking a fire selector, unable to chamber an extra round and limited to automatic fire. In prior betas it was a Criminal-exclusive weapon, though for balance reasons was shifted to the Law Enforcement team. It holds 36 rounds with no extra in the chamber and unlike other open-bolt weapons in the game, the bolt is pulled back at the start of an empty reload rather than the end&lt;br /&gt;
[[Image:Kp m45b.jpg|thumb|none|400px|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 series#CZ Scorpion Evo 3 A1|CZ Scorpion Evo 3 A1]] appears as the &amp;quot;Scorpion&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|400px|none|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available for purchase for the Criminal Mechanic class as the &amp;quot;P90&amp;quot;. Earlier beta versions had 40 round capacity, later corrected to 50. The game also shows the magazine to be incorrectly removed without pressing the magazine release button. By default it starts with a heavy barrel attachment which makes it appear as the civilian variant, the FN PS90.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[Image:BFHLP9002.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLP9003.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLP9001.jpg|thumb|none|600px|Stock &amp;quot;P90&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5KA4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5KA4]] is an available sub-machine gun for the Mechanic class of both teams. This is the starting weapon for the Mechanic in the February 2015 beta, and is equipped with a red dot sight, suppressor and extended magazine, which for some reason holds only 25 rounds. The weapon always has the buttcap of the MP5K-PDW, and the folding stock is optional. Attaching a muzzle device will turn it into an actual MP5K-PDW.&lt;br /&gt;
[[Image:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5KA4 (3 round burst added) with 15-round magazine - 9x19mm]]&lt;br /&gt;
[[image:MP5K-PDW.jpg|thumb|none|400px|MP5K-PDW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|MP7A1]] appears as the &amp;quot;MP7&amp;quot; in the Robbery DLC. It comes with default 40-round magazines, and is another weapon that can be used by all classes of both Law Enforcement and Criminals.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]], as the &amp;quot;UMP-45&amp;quot;, was the starting weapon for the Mechanic class in June 2014 beta. The front sight assembly is removed when equipped with optics like in [[Battlefield 4]]. In real life, this would not be possible without permanently altering the weapon. During the Feburary 2015 beta, it instead became available to purchase for the Law Enforcement Mechanic. After the beta, the UMP-45 was swapped to the Criminal team for balancing reasons, with Law Enforcement getting the M/45 in exchange&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:BFHLUMP4501.jpg|thumb|none|600px|UMP-45 being held.]]&lt;br /&gt;
[[Image:BFHLUMP4502.jpg|thumb|none|600px|UMP-45 iron sight.]]&lt;br /&gt;
[[Image:BFHLUMP4503.jpg|thumb|none|600px|Stock UMP-45 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] can be purchased for the Criminal Mechanic class. In the June Beta, it incorrectly chambered a round for 30+1 rounds, but later it was corrected to 32+0. It has a unique bolt handle that extends to the left&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[Image:BFHLUZI02.jpg|thumb|none|600px|Uzi being held.]]&lt;br /&gt;
[[Image:BFHLUZI03.jpg|thumb|none|600px|Uzi iron sight.]]&lt;br /&gt;
[[Image:BFHLUZI01.jpg|thumb|none|600px|Stock Uzi in the loadout menu]]&lt;br /&gt;
[[Image:BFHLUZI.jpg|thumb|none|600px|&amp;quot;I don't know how to Uzi.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] equipped with rails is an available machine pistol sidearm for the Professional class. The MAC-10 in game has an aftermarket upper receiver, which adds a full-length top rail and relocates the bolt handle to the side. It can be unlocked by completing Professional Assignment 2, and can be used by both teams. By default it starts with a Suppressor and a Stock option and a small magazine size of only 15 rounds, and at first was incorrectly depicted as being able to have an additional round in the chamber, despite the real MAC-10 being open-bolt. In the final release of the game, the MAC-10 is indeed shown as an open-bolt weapon&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|none|300px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:BFHMAC10.jpg|thumb|none|600px|MAC-10 in the loadout menu. The charging handle has been moved to the side, to allow for a top rail.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
A full-auto converted [[Intratec TEC-9]] is available for purchase for the Criminal Professional class. It chambers +1 round, which is correct as the TEC-9 is a closed-bolt gun. (Only the original KG-9 is open-bolt) The magazine is shown to be incorrectly holding 20 rounds in a 32 rounds magazine, but this is corrected to 32 with use of the &amp;quot;Extended Magazines&amp;quot; option.&lt;br /&gt;
[[Image:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFHLTEC901.jpg|thumb|none|600px|TEC-9 being held.]]&lt;br /&gt;
[[Image:BFHLTEC902.jpg|thumb|none|600px|TEC-9 iron sight.]]&lt;br /&gt;
[[Image:BFHLTEC903.jpg|thumb|none|600px|Stock TEC-9 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==KRISS K10==&lt;br /&gt;
The [[TDI Vector|KRISS K10]] appears as the 'K10' and can be purchased for the Law Enforcement Mechanic, with an astounding RPM of 1200. To balance out its firing rate, its accuracy is quite low. It also has a slightly below-average magazine size of 25+1&lt;br /&gt;
[[Image:K102.jpg|thumb|none|400px|KRISS K10 with barrel RIS - .45 ACP / 9x19mm Para / .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
An [[M1A1 Thompson]] is introduced in patch 1.04 that was released alongside the Battlefield Hardline: Criminal Activity expansion, although the expansion is not required to own the weapon, which appears simply as ''M1A1''. It was the first of a few primary weapons that can be used by all classes. It is equipped with a 30-round magazine by default, and the extended magazine incorrectly gives it the 50-round drum, despite the real M1/M1A1 Thompson not accepting the 50 round drum magazines used on the M1921/M1928A1. It can also equip a stubby grip, but no barrel attachments or different sights. Unlike other weapons, it cannot use camouflages, instead only able to use the Bronze, Silver, or Gold finishes. Curiously, no bolt operation seems to be seen when the weapon is reloaded while empty&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:BFH M1A1.jpg|thumb|none|600px|Unmodified M1A1 Thompson in the loadout menu.]]&lt;br /&gt;
[[Image:BFH M1A1 fgrip ext mag.jpg|thumb|none|600px|M1A1 with 50-round drum magazine and foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] can be unlocked for both teams' Mechanic class by completing the Mechanic Syndicate assignment. By default, it is equipped with a red dot and laser sight.&lt;br /&gt;
[[Image:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFH FMG9 01.jpg|thumb|none|600px|Unmodified FMG-9 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
[[SIG-Sauer MPX]] returns from Battlefield 4 as a purchasable weapon for the Law Enforcement Mechanic, and is chambered in .40 S&amp;amp;W. It has 30 rounds in the magazine. Unlike Battlefield 4, its stock is now collapsed by default but can be extended with the Stock accessory, reducing recoil. It is anachronistic to the first part of the single-player story set in 2012, since the MPX was developed in 2013.&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
[[SPAS-12]] returns from previous Battlefield games for the Criminal Enforcer class, but this time around is set to semi-automatic rather than pump-action. Has 8 + 1 capacity. Despite its semi-automatic firing, waiting after a shot will still cause a pumping animation, and the ejection port seems frozen shut during an empty reload&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37 &amp;quot;Stakeout&amp;quot;==&lt;br /&gt;
The [[Ithaca 37]] in &amp;quot;Stakeout&amp;quot; configuration is an available shotgun for the Police Enforcer class, known as &amp;quot;37 Stakeout&amp;quot; in game. It has the length and wooden forearm of the standard &amp;quot;Stakeout&amp;quot;, but has the heat shield and unique foregrip of the ''[[Miami Vice]]'' movie gun seen below. The foregrip is somehow installed over the forearm. Strangely, a  identical configuration was seen in ''[[Grand Theft Auto: Vice City]]''. It can be bought for the Law Enforcement Enforcer, and can be unlocked early on in the single-player story. It holds 5+1 shells and has a tighter spread than the 870&lt;br /&gt;
[[Image:Custom37.jpg|thumb|none|400px|Customized Ithaca 37 &amp;quot;Stakeout&amp;quot; with Pachymar pistol grip, vertical foregrip, and heat shield - 12 gauge. This movie gun was seen in ''[[Miami Vice]]'' and various films.]]&lt;br /&gt;
[[Image:Stakeout-1-.jpg|thumb|none|400px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
[[Kel-Tec KSG]] is available in Criminal Activity DLC, appearing as KSG12, and holding 14 shells. It exclusive to the Enforcer class on the Law Enforcement team and can be bought fairly cheap, requiring no assignment to complete unlike previous Battlefield games' DLC weapons. Like in other video games featuring the KSG, the two magazine tubes are incorrectly treated as one continuous tube, as the the magazine selector is never operated.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|400px|Kel-Tec KSG with Magpul RVG foregrip - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Marine Magnum==&lt;br /&gt;
The [[Remington 870 Marine Magnum]] is the default weapon for the Enforcer class as the &amp;quot;870P Magnum&amp;quot;, taking the MG36's place during the June 2014 beta as this class' default weapon, as the MG36, along with all other LMGs, are now Battle Pickups as of the February 2015 beta. It has a rail attached to the top of the receiver. By default it is equipped with a Tactical Light, which differs from a regular flashlight in that it only activates when aiming&lt;br /&gt;
[[Image:Remington870MarineMagnum.jpg|thumb|none|400px|Remington 870 Marine Magnum - 12 Gauge]]&lt;br /&gt;
[[Image:BFHLR87001.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR87002.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLR87003.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; with a flashlight attched in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Izhmash Saiga series shotgun#Saiga 12|Saiga-12K]] appears as the &amp;quot;Saiga 12&amp;quot; in the Robbery DLC. &lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Side by Side Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed-Off Side by Side Shotgun]] is unlocked by the Enforcer class as the &amp;quot;Double-Barrel Shotgun&amp;quot;. It is unlocked by completing the Enforcer Syndicate assignment. When reloading, even if only one shot is fired, both shells are replaced.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Sawed-Off Remington SBS - 12 gauge]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF01.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF02.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF03.jpg|thumb|none|600px|Stock &amp;quot;Sawed Off Shotgun&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==12 Gauge Side-by-Side Shotgun==&lt;br /&gt;
Buying the &amp;quot;Long Barrel&amp;quot; and &amp;quot;Stock&amp;quot; attachments for the sawed-off shotgun will turn it into a full-length [[12 Gauge Double Barreled Shotgun|12 gauge Side-by-Side Shotgun]].&lt;br /&gt;
[[Image:BaikalSBSShotgun.jpg|thumb|none|400px|Baikal SBS shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is available to the Criminal Operator class. Earlier betas had a railed handguard, but it was later changed to the original wood furniture (equipping anything in the Accessory slot will return the RIS handguard). It has higher damage and better range than the other Operator weapons, but is hard to control and fires slower than the rest.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:BFHLAKM02.jpg|thumb|none|600px|AKM being held.]]&lt;br /&gt;
[[Image:BFHLAKM03.jpg|thumb|none|600px|AKM iron sight.]]&lt;br /&gt;
[[Image:BFHLAKM01.jpg|thumb|none|600px|Stock AKM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is an available carbine for the Criminal team's Operator class. It uses an aftermarket railed handguard and is equipped with a laser sight by default.&lt;br /&gt;
[[Image:AKS74U-RIS.jpg|thumb|none|400px|AKS-74U with railed handguard - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
The [[Bushmaster ACR]] is available to the Operator class as the &amp;quot;ACW-R&amp;quot;. It is featured in-game as a Carbine. It was only available for pre-ordering the game or purchasing the Deluxe Edition Upgrade. As of the Robbery DLC, it is free to all players&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, five-sided handguard, and Magpul MBUS sights &amp;amp; PMag magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[Colt M16A4]] is depicted as a fully automatic &amp;quot;M16A3&amp;quot;, similar to [[Battlefield 3]]. It can be purchased by the Law Enforcement Operator, though in early betas was the kit's default weapon.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope - 5.56x45mm. This is the USMC style setup.]]&lt;br /&gt;
[[Image:BFHLM16A30Hold.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; being held. Evident in this screenshot are the incorrectly raised receiver rails, resulting in a small gap between the rear of the carrying handle and the receiver. This is possibly due to needing to match the height of the new handguard rail model (discussed in a following screenshot caption).]]&lt;br /&gt;
[[Image:BFHLM16A302.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; iron sight. Like in BF3 and BF4, the ghost ring assembly is incorrectly modelled with the small aperture style ring but with the opening of a large aperture.]]&lt;br /&gt;
[[Image:BFHLM16A303.jpg|thumb|none|600px|Stock &amp;quot;M16A3&amp;quot; in the loadout menu. Note the long-awaited bayonet lug has been added with a sling swivel (though the swivel should be mounted on the rear lug of the front sight base) along with a new Daniel Defense M4 12.0 free float handguard (a Knight's Armament Company RAS M5 in previous titles).]]&lt;br /&gt;
[[Image:BFHLM16A301.jpg‎|thumb|none|600px|Promotional screenshot of the &amp;quot;M16A3&amp;quot;; this SWAT officer's misfortune at least gives us good lighting on his newly upgraded Magpul PMAGs. Note that the character seems to be using the CIRAS maritime body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] is featured as the &amp;quot;RO933&amp;quot; and is the starting carbine for the Operator class. By default it is equipped with a stubby grip, a flash hider, and an Aimpoint Micro T1 sight&lt;br /&gt;
[[Image:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHardlineRO933.jpg|thumb|none|500px|&amp;quot;RO933&amp;quot; Ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears as the &amp;quot;MDC&amp;quot; (Despite being modeled as Full sized MDR) in the Robbery DLC.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|450px|none|Desert Tech Micro Dynamic Rifle - 5.56x45mm NATO / 7.62x51mm / 7.62x39mm / .300 AAC / 6.8x43mm SPC. This is a pre-production model with 3D printed furnishings first shown in 2014: the current version has an ambidextrous charging handle rather than a reversible one, what appears to be a release catch on the handguard, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[file:Desert Tech MDR-C.jpg|thumb|450px|none|'''The Actual''' Desert Tech Micro Dynamic Rifle Compact - 5.56x45mm NATO / 7.62x51mm / 7.62x39mm / .300 AAC / 6.8x43mm SPC]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] can be purchased for the Criminal Enforcer and appears as &amp;quot;SA-58 OSW&amp;quot;. It holds 20+1 rounds and comes with a PK-A 3.5x scope by default&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BfhlbetaFal1.jpg|thumb|none|600px|The SA58 OSW being held.]]&lt;br /&gt;
[[Image:BfhlbetaFal2.jpg|thumb|none|600px|The SA58 OSW's iron sights.]]&lt;br /&gt;
[[Image:BfhlbetaFal3.jpg|thumb|none|600px|Chambering a new round. ]]&lt;br /&gt;
[[Image:BfhlbetaFal4.jpg|thumb|none|600px|The SA58 OSW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Operator class. It was only available for pre-ordering the game or buying the Deluxe Edition Upgrade, but as of the Robbery DLC is free to all players. Equipped with an ACOG scope by default, it has a fire rate of 675 RPM in-game. Player characters in-game reload the weapon rather slowly in comparison to other weapons with an empty reload taking 4.2 seconds. &lt;br /&gt;
[[File:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Surbaissé==&lt;br /&gt;
The [[FAMAS#FAMAS FELIN|FAMAS Surbaissé]] appears as the &amp;quot;Famas&amp;quot; in the Robbery DLC. It is a bit slower than prior Battlefield games at 900 RPM, and keeps its 25+1 capacity from prior games as well. It is available to both teams' Operator class&lt;br /&gt;
[[Image:Famas-felin.jpg|thumb|none|450px|FAMAS Surbaissé with infrared scope - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000==&lt;br /&gt;
The [[FN F2000]] appears as the &amp;quot;F2000&amp;quot; in the Robbery DLC, exclusive to the Criminal Operator. Unlike in Battlefield 4, its mounted scope is used when ironsights are selected, rather than allowing other sights to be used and the scope as an option&lt;br /&gt;
[[Image:F2000.jpg|thumb|none|450px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
When equipped with optics, the F2000 becomes an [[FN F2000 Tactical]].&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|450px|FN F2000 Tactical with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
[[FN FAL]] is available in Criminal Activity DLC for the Criminal Enforcer class. With the stock attachment, it becomes a synthetic furniture model.  It is nearly identical to its more modern counterpart except for a faster rate of fire.&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|450px|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFH FN FAL 01.jpg|thumb|none|600px|Default FN FAL in the loadout menu.]]&lt;br /&gt;
[[Image:BFH FN FAL 02.jpg|thumb|none|600px|FN FAL with the &amp;quot;Stock&amp;quot; attachment, which gives the entire weapon synthetic furtniture.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The Third Generation [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]], listed in-game as the &amp;quot;SCAR-H&amp;quot;, is an unlockable heavy carbine for the Law Enforcement Enforcer. With the heavy barrel attachment, it becomes a mid length SCAR-H STD. The game also shows the incorrectly pressing the magazine release button while empty reload. &lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
[[Heckler &amp;amp; Koch G36C]] is available to purchase for the Law Enforcement Operator class. Like in Battlefield 4, during the beta it has an incorrect rate of fire of 650 rounds per minute instead of 750. but was corrected in the full game to it's proper 750 RPM. In betas, it was exclusive to the Criminal team, but was swapped after the February beta for balancing reasons&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36C02.jpg|thumb|none|600px|G36C being held.]]&lt;br /&gt;
[[Image:BFHLG36C03.jpg|thumb|none|600px|G36C iron sight.]]&lt;br /&gt;
[[Image:BFHLG36C01.jpg|thumb|none|600px|Stock G36C in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36E/KV Hybrid==&lt;br /&gt;
During the June 2014 beta, the [[Heckler &amp;amp; Koch G36|H&amp;amp;K G36E/KV Hybrid]] was the default Enforcer weapon, fitted with a 100-round drum C-Mag. The game refers it as the &amp;quot;MG36&amp;quot; LMG variant, but it is obviously NOT an MG36 since H&amp;amp;K only produced few MG36s with export sight; the weapon in-game is depicted as having the G36KV carrying handle/railmount. When equipped with iron sights, it uses backup iron sights as opposed to the sights mounted on the G36KV carrying handle as they are absent. The gun also shows the bolt being still even when the gun is fired.  As of the February 2015 beta, this weapon is no longer available to the Enforcer, as it, along with other LMGs, are now Battle Pickups. It always spawns with a CompM4S Sight, Muzzle Brake and Laser Sight and can be equipped from the trunk of a player's car with the LMG Armory vehicle upgrade. &lt;br /&gt;
[[Image:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with rail top carry handle - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:HKG36E-KV(MG36).jpg‎|thumb|none|450px|'''Airsoft''' A Hybrid of the G36E/KV which is often confused as the &amp;quot;MG36&amp;quot; Configuration -(fake) 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36K01.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLG36K02.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLG36K04.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; with an EOtech holographic sight.]]&lt;br /&gt;
[[Image:BFHLG36K03.jpg|thumb|none|600px|Stock &amp;quot;MG36&amp;quot;  in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] with 10.4 inch barrel is available to the Criminal Operator class as the &amp;quot;M416&amp;quot;. With the heavy barrel attachment, it becomes a mid length 14.5 inch barrel. In betas, it was exclusive to the Law Enforcement team, though after the Februrary beta was changed to the Criminal team for balancing. It is tied with the RO933 for the highest rate of fire in its weapon class&lt;br /&gt;
[[File:HK416 current.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 D10RS with 10.4 inch barrel - 5.56x45mm NATO.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK51==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK51]] is available for the Criminal Enforcer class. It has a slow rate of fire and its collapsible stock is extended by default&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|Heckler &amp;amp; Koch HK51 - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM]] is available to the Operator class as the &amp;quot;ARM&amp;quot;. It holds an extremely high capacity of 50 rounds and can be unlocked by completing the Operator Syndicate assignment.&lt;br /&gt;
[[File:Galil.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFH Galil ARM 01.jpg|thumb|none|600px|Default ARM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE N 21==&lt;br /&gt;
The [[Galil ACE|Galil ACE N 21]] is available to the Operator class as the &amp;quot;CAR-556&amp;quot;. It was only available for pre-ordering the game or buying the Deluxe Edition Upgrade, but as of the Robbery DLC it is free for all players. It posses the second largest magazine capacity of the Operator Weapons (with the ARM being first) holding 40 rounds.&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] appears in the Robbery DLC, incorrectly called &amp;quot;M1&amp;quot; only. It fitted with 30 rounds magazines and a folded stock by default. With the stock attachment, the stock becomes unfolded. Like the M1A1 Thompson, the M1A1 Carbine is one of the few primary weapon that can be used by all classes. Also similarly to the M1A1 Thompson, it has very limited attachments available, as it can only use stock, stubby grip and flash hider attachments. &lt;br /&gt;
[[Image:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The Ohio Ordnance HCAR is available for the Law Enforcement Enforcer class. Much like its counterpart on the Criminal team, the HK-51, it has a slow rate of fire but high power. Holds 30+1 rounds. It is anachronistic to the first part of the single-player story set in 2012, as the HCAR was announced in 2013.&lt;br /&gt;
[[File:HCAR.jpg|thumb|none|450px|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==PTR 91==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3#PTR 91|PTR 91]] is available as a marksman rifle to the Criminal Professional class.&lt;br /&gt;
[[File:PTR91NEW.jpg‎|thumb|none|450px|PTR 91 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLPTR02.jpg|thumb|none|600px|PTR-91 being held.]]&lt;br /&gt;
[[Image:BFHLPTR03.jpg|thumb|none|600px|PTR-91 iron sight.]]&lt;br /&gt;
[[Image:BFHLPTR01.jpg|thumb|none|600px|Stock PTR-91 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK light machine gun]] appears as the &amp;quot;RPK&amp;quot; in the Robbery DLC. Like the Galil ARM, RPK holds an extremely high capacity of 50 rounds drum magazines (Actual RPK's drum magazines hold 75 rounds) and now categorized as Assault Rifle. Like the AKM, RPK fitted original wood handguard by default. when equipping anything in the Accessory slot, it became the RIS handguard.&lt;br /&gt;
[[Image:Rpk 01 drum.jpg|thumb|none|450px|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG StG 57 / SG 510-4 Hybrid==&lt;br /&gt;
[[SIG SG 510]] is available in Criminal Activity DLC for the Law Enforcement Enforcer class. Its modelled after both StG 57 and SG 510-4, as it has the overall black furniture and stock of StG 57, but ironsights and charging handle are from SG 510-4, and it is chambered in 7.62x51mm NATO. The default magazine holds 24 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:SIGSG510-4.jpg|thumb|450px|none|SIG SG 510-4 Battle Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SIG-StG-57.jpg|thumb|450px|none|SIG StG 57 Battle Rifle - 7.5mm Swiss]]&lt;br /&gt;
[[Image:BFH SG510.jpg |thumb|600px|none|Default SG 510 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] is available to the Law Enforcement Operator class as the &amp;quot;SG553&amp;quot;. It is equipped by default with an SRS Red Dot. &lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|none|450px|SIG SG 553 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==SAIGA 308==&lt;br /&gt;
The [[SAIGA 308]] as the &amp;quot;SAIGA .308&amp;quot; can be purchased for the Criminal Professional class. As of the beta, no iron sight is available to this gun. Due to either modeling or point of perspective, when viewed from the first person, the scope seems ridiculously large. In the full game, correct iron sights have been added, replicating the AKM ironsights.&lt;br /&gt;
[[Image:Saiga 308.jpg|thumb|none|450px|SAIGA 308 - 7.62х51mm NATO]]&lt;br /&gt;
[[Image:BFHLSAIGA30802.jpg|thumb|none|600px|&amp;quot;SAIGA .308&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAIGA30801.jpg|thumb|none|600px|Stock &amp;quot;SAIGA .308&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[M14 Rifle#Springfield Armory M1A SOCOM 16|Springfield Armory M1A SOCOM 16]] ,  known simply as &amp;quot;SOCOM 16&amp;quot;, is a marksman rifle for the Law Enforcement Professional class.  With the heavy barrel attachment, it becomes a full length M1A.&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|450px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As noted in the intro, man-portable machine guns are Battle Pickups in this entry of the series, and are no longer part of any class' kit.&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] comes back from the previous [[Battlefield]] series. It spawns on some maps as a Battle Pickup equipped with a Holographic sight and a stubby grip. &lt;br /&gt;
[[Image:M240-1.jpg‎|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHM240B.jpg|thumb|none|600px|The M240B in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para==&lt;br /&gt;
An [[M249]] was featured in the Beta on the Counter/Heavy Attack Truck, being used by the secondary gunner and was available for the Enforcer class during early beta's. Now in the full game it is a Battle Pickup instead, and appears as the backdoor weapon for the SUV as well.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg‎|thumb|none|450px|FN M249 Para - 5.56x45mm]]&lt;br /&gt;
[[Image:BFHLSAW01.jpg‎|thumb|none|600px|M249 SAW mounted on top of the Mk19 grenade launcher and M2HB machine gun, that is mounted on top of a Counter/Heavy Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
[[PKP Pecheneg]] is mounted on Criminals' Hardened Attack Truck. It is the default gun used by the driver.&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg machine gun with ammo box - 7.62x54mm R.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==AAC Integrally Suppressed Remington 700==&lt;br /&gt;
The AAC Integrally Suppressed [[Remington 700]] appears as the &amp;quot;.300 Knockout&amp;quot;. It can be unlocked for both teams by completing the Professional Syndicate assignment. It also comes with a straight-pull bult by default&lt;br /&gt;
[[Image:Img 5166-tfb.jpg|thumb|none|450px|AAC Integrally Suppressed Remington 700 - .300 BLK]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M82 rifle series#Barrett M107|Barrett M107]] appears as the &amp;quot;M82 .416&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|450px|Barrett M107 - .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]]. This time around, it is correctly designated &amp;quot;AWM&amp;quot;, and correctly chambered in .338 Magnum. It can be purchased for the Criminal Professional.&lt;br /&gt;
[[Image:AI L115A3.jpg|thumb|none|450px|Accuracy International AWM-F - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BFHAWMF.jpg|thumb|none|600px|The hidden incomplete &amp;quot;AWM&amp;quot; on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s AWM-F.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 Enhanced Combat Carbine==&lt;br /&gt;
The [[Knight's Armament SR-25|SR-25 Enhanced Combat Carbine]] appear as &amp;quot;SR-25 ECC&amp;quot;. It can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm]]&lt;br /&gt;
[[Image:BFHSR25.jpg|thumb|none|600px|The hidden incomplete &amp;quot;SR-25 ECC&amp;quot; in the loadout menu on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s Mk 11 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700LTR==&lt;br /&gt;
The [[Remington 700| Remington 700 LTR]], as &amp;quot;R700LTR&amp;quot;, was the default weapon of the Professional class in the June 2014 beta. It is equipped with a fluted barrel. Currently it can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Rem700.jpg|thumb|none|450px|Remington Model 700P LTR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLR70001.jpg|thumb|none|600px|&amp;quot;R700 LTR&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR70002.jpg|thumb|none|600px|Stock &amp;quot;R700 LTR&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Elite==&lt;br /&gt;
The [[Steyr Elite]] appear as &amp;quot;Scout Elite&amp;quot;, is the default weapon of the Professional class starting with the February 2015 beta. By default it is equipped with a straight-pull bolt accessory, removing the need to unscope between aimed shots. Unlike the heavier bolt-action rifles, it comes with only a 6x scope by default, rather than 8x&lt;br /&gt;
[[Image:ELITE.jpeg|thumb|none|450px|Steyr Elite - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Both the Stinger and the RPG-7 were available gadgets for the Mechanic class during the June 2014 beta, but these have since been relegated to Battle Pickups.&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
[[FIM-92A Stinger]] is available as a pick-up weapon only. Just how the police and a criminal syndicate can get a hold of this advanced military grade weapon is beyond anyone's guess, but it functions just like the previous games. The Anti-Air Armory upgrade for certain vehicles allows it to be claimed from their trunk.&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:BFHLStinger01.jpg|thumb|none|600px|Player holding the Stinger.]]&lt;br /&gt;
[[Image:BFHLStinger02.jpg|thumb|none|600px|Player aiming down the sights of the Stinger.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is available to the Law Enforcement Mechanic class. The descrition of the weapon reads &amp;quot;''It's not exactly clear how Law Enforcement got a hold of this baby. A breach-loading launcher, it fires a 40mm high explosive grenade that is effective against light vehicles and agents.''&amp;quot; As in the previous two games, 40mm grenades are more useful for finishing weakened enemies off or taking down vehicles than for direct kills. The Operator class can use a unique version firing tear gas grenades&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|275px|H&amp;amp;K M320 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The M79 is available for the Criminal Mechanic Class. It's description states that the weapon was (obviously) not obtained through legal channels. It functions identically to the M320&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
The [[M79 grenade launcher]] is the criminals' counterpart to the M320.&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The SMAW spawns as a Battle Pickup throughout some maps. It is a single shot weapon, being discarded upon use (similar to [[Battlefield 4]]'s AT4) and is much more powerful than the RPG-7. &lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] can no longer be equipped by the Mechanic class, but can be picked up from various locations. The Anti-Armor Armory upgrade for certain vehicles allows it to be claimed from the vehicle's trunk.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BFHLRPG701.jpg|thumb|none|600px|Player holding the RPG-7V2.]]&lt;br /&gt;
[[Image:BFHLRPG702.jpg|thumb|none|600px|Sights of the RPG-7V2.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==AN/M14 incendiary grenade==&lt;br /&gt;
Available to purchase for any class. Incendiaries (and molotovs) thrown by teammates will have blue fire. Two are carried at once&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 incendiary grenade]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
Available for purchase for any class. As in Battlefield 4, smoke clouds can prevent spotting&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|120px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 fragmentation hand grenade==&lt;br /&gt;
Every class in the game can equip one [[M67 hand grenade|M67 fragmentation hand grenade]]. It is the default grenade&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|150px|M67 fragmentation hand grenade]]&lt;br /&gt;
[[Image:BFHLM6701.jpg|thumb|none|600px|Player holding the M67.]]&lt;br /&gt;
[[Image:BFHLM6702.jpg|thumb|none|600px|M67 on the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
Available for purchase for any class. Players using the Flashbang can carry 2 at a time&lt;br /&gt;
[[Image:M84stun.jpg|thumb|none|100px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears on many vehicles. It is the main weapon for the Counter Attack Trucks. It is also the default door gunner weapon for the transport helicopters, and can be purchased for the SUVs to replace the default M134.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BFHLM201.jpg|thumb|none|600px|Heavy/Counter Attack Truck with the M2HB mounted on top]]&lt;br /&gt;
&lt;br /&gt;
==FN M3M==&lt;br /&gt;
The [[Browning M3#FN GAU-21|FN M3M]] is purchasable for the SUV turret, and the helicopter door gunners, referred to as &amp;quot;M3M&amp;quot;. It differs from the M2HB by having a higher rate of fire.&lt;br /&gt;
[[image:FN GAU-21.jpg|thumb|none|400px|FN M3M (designated GAU-21 in the US military) - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is also mounted on the Counter Attack Truck as a secondary weapon to the [[Browning M2HB]], it can be customized to fire 25mm flechette ammunition.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BFHLMK1901.jpg|thumb|none|600px|Mk 19 grenade launcher on a police Counter Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
[[M134 Minigun]]s are mounted on the Transport Helicopters, Armoured SUV and Attack Helicopter's nose mount.&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHLM13401.jpg|thumb|none|600px|M134 mounted on top of a Armoured Van.]]&lt;br /&gt;
[[Image:BFHLM13403.jpg|thumb|none|600px|Armoured Van with M134 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLM13402.jpg|thumb|none|600px|M134 mounted on top of a Transport Helicopter.]]&lt;br /&gt;
[[Image:BFHLM13404.jpg|thumb|none|600px|Transport Helicopter with M134 in the loadout menu]]&lt;br /&gt;
[[Image:BFHLM13405.jpg|thumb|none|600px|M134 mounted on the nose of the Attack Helicopter.]]&lt;br /&gt;
&lt;br /&gt;
=Misc.=&lt;br /&gt;
&lt;br /&gt;
==Taser X26E==&lt;br /&gt;
The [[Taser#X26|Taser X26E]] appears as an all-kit gadget, in the sidearm slot. It is called &amp;quot;T62 CEW&amp;quot; (for '''C'''onducted '''E'''nergy '''W'''eapon, the official classification for Taser-like weapons) in the game. The ingame version can mount a reflex sight, something not possible with the real-life weapon, and indeed the ingame model shows no rails or other attachment points where one could be mounted. The reticle consists of a large white circle, and two green dots appear in the center if an enemy is within range. Enemies hit with the Taser will visibly spark for several seconds and collapse, and Taser takedowns will award a &amp;quot;Non-Lethal Takedown&amp;quot; score bonus, in addition to allowing players to interrogate the stunned enemy&lt;br /&gt;
[[Image:X26-tazer.jpg|thumb|none|401px|X26E Taser with safety cap on]]&lt;br /&gt;
[[Image:BFHLTaser01.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; being reloaded.]]&lt;br /&gt;
[[Image:BFHLTaser02.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: War]]&lt;br /&gt;
[[Category: Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=962739</id>
		<title>Battlefield Hardline</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=962739"/>
		<updated>2015-09-22T06:49:54Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* IMI Galil ACE N 21 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield Hardline&lt;br /&gt;
|picture=BF Hardline.jpg&lt;br /&gt;
|caption=''Promotional artwork''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=March 17, 2015&lt;br /&gt;
|developer=Visceral&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox 360&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Battlefield Hardline'' is the latest game coming out for the ''[[Battlefield]]'' series, focusing on criminals and police warfare instead of pitting armies against each other.&lt;br /&gt;
&lt;br /&gt;
As in previous games, player take on as one of four classes:&lt;br /&gt;
&lt;br /&gt;
*Operator is akin to the Assault/Medic class, wielding assault rifles and carbines, able to revive and heal other players, and for the first time in the series, revive him/herself under certain conditions.&lt;br /&gt;
*Enforcer is a powerhouse class, wielding high-caliber battle rifles, heavy carbines, and shotguns, as well as dropping ammo for allies. A riot shield and C4 explosive is also unlocked by this class.&lt;br /&gt;
*Mechanic class is the stand in for the Engineer, using sub-machine guns and revolvers. Due to a lesser emphasis on vehicles, the Mechanic now gets more unique equipment like torso armor or the deployable spawn point, though still retains a 40mm grenade launcher and repair tool&lt;br /&gt;
*Professional class is the Recon/Sniper of this game, unlocking both bolt action and high caliber semi-automatic weapons. Gadgets available to this class include the trip mine and a surveillance camera.&lt;br /&gt;
&lt;br /&gt;
All of the classes are capable of equipping a zip-line crossbow, grappling hook launcher, gas mask, or a driving upgrade in place of either or both of their unique gadgets&lt;br /&gt;
&lt;br /&gt;
Rocket launchers and light machine guns are not available to any class, but can be found in locations on the map, or stored in the trunk of a car if the proper upgrade has been purchased for it&lt;br /&gt;
&lt;br /&gt;
As in many prior Battlefield games, most weapons are exclusive to one side when purchased, such as the Saiga .308 being only usable by the criminals, or the SCAR-H only being usable by the police. However, obtaining 1250 kills with a specific weapon allows players to purchase a Weapon License, letting them use it regardless of their team&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER*: As of June 12 2014, the screenshots posted here are from the game's beta trial, thus representing the unfinished product. It is quite possible that these weapons are unfinished, expect some of these screenshots to be replaced when the the actual game releases. &lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Unlike previous games in the series, pistols are now class-specific, sorted in different categories. The Operator kit uses the lower-caliber semi-automatics, such as the 92FS and Glock 17. The Mechanic uses revolvers, including the Judge. The Enforcer kit uses heavier pistols such as the M1911 and Desert Eagle, and the Professional uses machine pistols such as the Glock 18 and MAC-10&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] makes an appearance as the &amp;quot;92FS&amp;quot;, and is the starting weapon of the Operator for both factions, and by default comes with improved ironsights. In single-player it is also a default weapon for Nick Mendoza.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:BFHL92FSLoadout.jpg|thumb|none|600px|Stock &amp;quot;92FS&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHL92FS03.jpg|thumb|none|600px|&amp;quot;92FS&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHL92FS02.jpg|thumb|none|600px|Player holding the &amp;quot;92FS&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;93R&amp;quot;==&lt;br /&gt;
The [[Beretta 93R|Beretta 92FS &amp;quot;93R&amp;quot;]] was originally one of the &amp;quot;hidden guns&amp;quot;, it's the same &amp;quot;93R&amp;quot; from [[Battlefield 3]] which, of course, it's a normal [[Beretta 92FS|92FS]] with a resemblance of the 93R. Unlike Battlefield 4's model, it has the extended magazine and ported barrel as it had in Battlefield 3. It is the only burst-fire machine pistol and is exclusive to Law Enforcement Professional Class.&lt;br /&gt;
[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:BFH93R.jpg|thumb|none|600px|Beretta 92FS as the &amp;quot;M93R&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 SP-01 SHADOW==&lt;br /&gt;
The [[CZ 75#CZ 75 SP-01 SHADOW|CZ-75 SP-01 SHADOW]] appears simply as the 'CZ-75' and can be purchased for the Criminal Operator. It has a larger magazine than the 92FS and P226, and is quite accurate. Unlike Battlefield 4's version, it appears to be a 9x19mm model rather than .40 S&amp;amp;W.&lt;br /&gt;
[[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|350px|CZ 75 SP-01 SHADOW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The Desert Eagle Mark XIX appears once again from Battlefield 4 although this time it is called the &amp;quot;Bald Eagle&amp;quot;. Unlike in Battlefield 4, this Desert Eagle has a chrome finish as opposed to black and is now chambered in .50 Action Express instead of .44 Magnum. It can be unlocked for both teams' Enforcer class by completing the Enforcer Assignment 2. A gold-plated version is also used by the VIP in the Crosshair game mode.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:BFHardlineBaldEagle4.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; in the outfitting menu]]&lt;br /&gt;
[[File:BFHardlineBaldEagle1.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; Ingame]]&lt;br /&gt;
[[File:BFHardlineBaldEagle2.jpg|thumb|500px|none|&amp;quot;Uh oh, where did it go?!?&amp;quot;]]&lt;br /&gt;
[[File:BFHardlineBaldEagle3.jpg|thumb|500px|none|&amp;quot;Ta-da!&amp;quot; One of the new unique reloads has the player perform some slight of hand magic to reload the &amp;quot;Bald Eagle&amp;quot;. Chances of encountering this rare reload are 1 in 10,000]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
Originally cut from release, the [[FN Five-seveN]] appears as the &amp;quot;FN57&amp;quot; in an update released alongside the Robbery DLC. The Five-seveN is the only all-class sidearm and holds 20+1 rounds.&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|none|350px|FN Five-seveN - FN 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] makes a return from ''[[Battlefield 3]]'' as the &amp;quot;G17&amp;quot;, unlocked for both teams by completing the Operator Assignment 2. It has the highest magazine capacity in its class, just ahead of the CZ-75, and has a much higher firecap than the other semi-automatic handguns&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|Glock 17 3rd Generation - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears as the default sidearm for the Professional class, being incorrectly named the 'G18C'. Its model is ported from Battlefield 4's Glock 18, which had the same slide serrations as a semi-automatic model rather than the unique ones for the 18's fire selector. It comes with a Laser Sight by default. Incidentally, it shares its Battlelog render with the Glock 17&lt;br /&gt;
[[Image: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;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK45C==&lt;br /&gt;
[[Heckler &amp;amp; Koch HK45|Heckler &amp;amp; Koch HK45C]] with threaded barrel is the default sidearm of the Enforcer kit on both teams, called &amp;quot;45T&amp;quot; in the game. By default it comes with a Mini Reflex sight.&lt;br /&gt;
[[Image:HK45C.jpg|thumb|none|350px|Heckler &amp;amp; Koch HK45C - .45 ACP]]&lt;br /&gt;
[[Image:HK45C with Threaded Barrel.jpg|thumb|none|350px|Actual Heckler &amp;amp; Koch HK45C'''T''' for comparison - .45 ACP. Note the different sights.]]&lt;br /&gt;
[[Image:BFHLHK4503.jpg|thumb|none|600px|Stock &amp;quot;HK45C&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLHK4502.jpg|thumb|none|600px|&amp;quot;HK45C&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLHK4501.jpg|thumb|none|600px|Player holding the &amp;quot;HK45C&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] appears as the 'P226' and is available for purchase by Law Enforcement Operators. It has a lower magazine size than any of the Operator's other sidearms.&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P40 Pro==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P40]] Pro appears as the '.40 Pro', and is a pistol for the Enforcer class. It can be differentiated from the standard M&amp;amp;P40 by the 5 inch barrel. Oddly for a pistol originally created for Military and Law Enforcement, it is only available for the Criminal team. It has slightly lower power than the other Enforcer handguns, but has a much higher capacity, acting sort of like the Operator's sidearms&lt;br /&gt;
[[File:S&amp;amp;W-M&amp;amp;P-40.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P40 - .40 S&amp;amp;W ACP]]&lt;br /&gt;
[[File:BFHardline40Pro.jpg|thumb|none|500px|'.40 Pro' in the selection menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 R8==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 R8]] makes its video game debut in this entry of the [[Battlefield]] series, where it can be purchased for the Law Enforcement Mechanic class. It has a higher capacity than any of the other revolvers, with 8 rounds per cylinder. It appears under the name &amp;quot;.357 RS&amp;quot;&lt;br /&gt;
[[Image:S&amp;amp;WModel327.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson 327 R8 - .357 Magnum]]&lt;br /&gt;
[[Image:BFHSW357.jpg|thumb|none|600px|S&amp;amp;W Model 327 R8 as the &amp;quot;RS357&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 642==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 642]] revolver is the default sidearm for the Mechanic on both teams; called the &amp;quot;.38 Snub&amp;quot;. It initially had an incorrect 6-round capacity during the June 2014 beta.  This has since been rectified to 5 rounds as of the February 2015 beta. It has a laser sight equipped by default, which is the only attachment it can use.&lt;br /&gt;
[[Image:S&amp;amp;W642Airweight.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 642 Airweight Snub nose revolver chambered in .38 Special]]&lt;br /&gt;
[[Image:BFHLSNUB03.jpg|thumb|none|600px|Model 642 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLSNUB02.jpg|thumb|none|600px|Model 642's iron sights.]]&lt;br /&gt;
[[Image:BFHLSNUB01.jpg|thumb|none|600px|Player holding the Model 642]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge &amp;quot;Public Defender&amp;quot;==&lt;br /&gt;
The &amp;quot;Public Defender&amp;quot; snub nose version of the [[Taurus Judge]] appears as the &amp;quot;.410 Jury&amp;quot;. It is unlocked for both teams by completing Mechanic Assignment 2&lt;br /&gt;
[[File:Taurus Judge Public Defender.jpg|thumb|none|350px|Taurus Judge &amp;quot;Public Defender&amp;quot; - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]] returns from both prior Battlefield games, again named the '.44 Magnum.' It can be purchased for the Criminal Mechanic&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|350px|Taurus Model 44 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Tactical Custom 1911==&lt;br /&gt;
The [[Colt M1911|Vickers Tactical 1911]] comes back from [[Battlefield 4]], somewhat incorrectly called &amp;quot;M1911A1&amp;quot;. It can be purchased for the Law Enforcement Enforcer class. Although it is the same model reused from ''[[Battlefield 4]]'', tritium inserts have been added and the slight misalignment of the sights has been fixed.&lt;br /&gt;
[[Image:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|350px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]]&lt;br /&gt;
[[Image:BFH1911.jpg|thumb|none|600px|Vickers tactical as &amp;quot;M1911&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45]] appears simply as the 'M/45' and can be purchased for the Law Enforcement Mechanic. It is correctly depicted as being open-bolt and lacking a fire selector, unable to chamber an extra round and limited to automatic fire. In prior betas it was a Criminal-exclusive weapon, though for balance reasons was shifted to the Law Enforcement team. It holds 36 rounds with no extra in the chamber and unlike other open-bolt weapons in the game, the bolt is pulled back at the start of an empty reload rather than the end&lt;br /&gt;
[[Image:Kp m45b.jpg|thumb|none|400px|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 series#CZ Scorpion Evo 3 A1|CZ Scorpion Evo 3 A1]] appears as the &amp;quot;Scorpion&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|400px|none|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available for purchase for the Criminal Mechanic class as the &amp;quot;P90&amp;quot;. Earlier beta versions had 40 round capacity, later corrected to 50. The game also shows the magazine to be incorrectly removed without pressing the magazine release button. By default it starts with a heavy barrel attachment which makes it appear as the civilian variant, the FN PS90.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[Image:BFHLP9002.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLP9003.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLP9001.jpg|thumb|none|600px|Stock &amp;quot;P90&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5KA4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5KA4]] is an available sub-machine gun for the Mechanic class of both teams. This is the starting weapon for the Mechanic in the February 2015 beta, and is equipped with a red dot sight, suppressor and extended magazine, which for some reason holds only 25 rounds. The weapon always has the buttcap of the MP5K-PDW, and the folding stock is optional. Attaching a muzzle device will turn it into an actual MP5K-PDW.&lt;br /&gt;
[[Image:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5KA4 (3 round burst added) with 15-round magazine - 9x19mm]]&lt;br /&gt;
[[image:MP5K-PDW.jpg|thumb|none|400px|MP5K-PDW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|MP7A1]] appears as the &amp;quot;MP7&amp;quot; in the Robbery DLC. It comes with default 40-round magazines, and is another weapon that can be used by all classes of both Law Enforcement and Criminals.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]], as the &amp;quot;UMP-45&amp;quot;, was the starting weapon for the Mechanic class in June 2014 beta. The front sight assembly is removed when equipped with optics like in [[Battlefield 4]]. In real life, this would not be possible without permanently altering the weapon. During the Feburary 2015 beta, it instead became available to purchase for the Law Enforcement Mechanic. After the beta, the UMP-45 was swapped to the Criminal team for balancing reasons, with Law Enforcement getting the M/45 in exchange&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:BFHLUMP4501.jpg|thumb|none|600px|UMP-45 being held.]]&lt;br /&gt;
[[Image:BFHLUMP4502.jpg|thumb|none|600px|UMP-45 iron sight.]]&lt;br /&gt;
[[Image:BFHLUMP4503.jpg|thumb|none|600px|Stock UMP-45 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] can be purchased for the Criminal Mechanic class. In the June Beta, it incorrectly chambered a round for 30+1 rounds, but later it was corrected to 32+0. It has a unique bolt handle that extends to the left&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[Image:BFHLUZI02.jpg|thumb|none|600px|Uzi being held.]]&lt;br /&gt;
[[Image:BFHLUZI03.jpg|thumb|none|600px|Uzi iron sight.]]&lt;br /&gt;
[[Image:BFHLUZI01.jpg|thumb|none|600px|Stock Uzi in the loadout menu]]&lt;br /&gt;
[[Image:BFHLUZI.jpg|thumb|none|600px|&amp;quot;I don't know how to Uzi.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] equipped with rails is an available machine pistol sidearm for the Professional class. The MAC-10 in game has an aftermarket upper receiver, which adds a full-length top rail and relocates the bolt handle to the side. It can be unlocked by completing Professional Assignment 2, and can be used by both teams. By default it starts with a Suppressor and a Stock option and a small magazine size of only 15 rounds, and at first was incorrectly depicted as being able to have an additional round in the chamber, despite the real MAC-10 being open-bolt. In the final release of the game, the MAC-10 is indeed shown as an open-bolt weapon&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|none|300px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:BFHMAC10.jpg|thumb|none|600px|MAC-10 in the loadout menu. The charging handle has been moved to the side, to allow for a top rail.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
A full-auto converted [[Intratec TEC-9]] is available for purchase for the Criminal Professional class. It chambers +1 round, which is correct as the TEC-9 is a closed-bolt gun. (Only the original KG-9 is open-bolt) The magazine is shown to be incorrectly holding 20 rounds in a 32 rounds magazine, but this is corrected to 32 with use of the &amp;quot;Extended Magazines&amp;quot; option.&lt;br /&gt;
[[Image:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFHLTEC901.jpg|thumb|none|600px|TEC-9 being held.]]&lt;br /&gt;
[[Image:BFHLTEC902.jpg|thumb|none|600px|TEC-9 iron sight.]]&lt;br /&gt;
[[Image:BFHLTEC903.jpg|thumb|none|600px|Stock TEC-9 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==KRISS K10==&lt;br /&gt;
The [[TDI Vector|KRISS K10]] appears as the 'K10' and can be purchased for the Law Enforcement Mechanic, with an astounding RPM of 1200. To balance out its firing rate, its accuracy is quite low. It also has a slightly below-average magazine size of 25+1&lt;br /&gt;
[[Image:K102.jpg|thumb|none|400px|KRISS K10 with barrel RIS - .45 ACP / 9x19mm Para / .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
An [[M1A1 Thompson]] is introduced in patch 1.04 that was released alongside the Battlefield Hardline: Criminal Activity expansion, although the expansion is not required to own the weapon, which appears simply as ''M1A1''. It was the first of a few primary weapons that can be used by all classes. It is equipped with a 30-round magazine by default, and the extended magazine incorrectly gives it the 50-round drum, despite the real M1/M1A1 Thompson not accepting the 50 round drum magazines used on the M1921/M1928A1. It can also equip a stubby grip, but no barrel attachments or different sights. Unlike other weapons, it cannot use camouflages, instead only able to use the Bronze, Silver, or Gold finishes. Curiously, no bolt operation seems to be seen when the weapon is reloaded while empty&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:BFH M1A1.jpg|thumb|none|600px|Unmodified M1A1 Thompson in the loadout menu.]]&lt;br /&gt;
[[Image:BFH M1A1 fgrip ext mag.jpg|thumb|none|600px|M1A1 with 50-round drum magazine and foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] can be unlocked for both teams' Mechanic class by completing the Mechanic Syndicate assignment. By default, it is equipped with a red dot and laser sight.&lt;br /&gt;
[[Image:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFH FMG9 01.jpg|thumb|none|600px|Unmodified FMG-9 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
[[SIG-Sauer MPX]] returns from Battlefield 4 as a purchasable weapon for the Law Enforcement Mechanic, and is chambered in .40 S&amp;amp;W. It has 30 rounds in the magazine. Unlike Battlefield 4, its stock is now collapsed by default but can be extended with the Stock accessory, reducing recoil. It is anachronistic to the first part of the single-player story set in 2012, since the MPX was developed in 2013.&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
[[SPAS-12]] returns from previous Battlefield games for the Criminal Enforcer class, but this time around is set to semi-automatic rather than pump-action. Has 8 + 1 capacity. Despite its semi-automatic firing, waiting after a shot will still cause a pumping animation, and the ejection port seems frozen shut during an empty reload&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37 &amp;quot;Stakeout&amp;quot;==&lt;br /&gt;
The [[Ithaca 37]] in &amp;quot;Stakeout&amp;quot; configuration is an available shotgun for the Police Enforcer class, known as &amp;quot;37 Stakeout&amp;quot; in game. It has the length and wooden forearm of the standard &amp;quot;Stakeout&amp;quot;, but has the heat shield and unique foregrip of the ''[[Miami Vice]]'' movie gun seen below. The foregrip is somehow installed over the forearm. Strangely, a  identical configuration was seen in ''[[Grand Theft Auto: Vice City]]''. It can be bought for the Law Enforcement Enforcer, and can be unlocked early on in the single-player story. It holds 5+1 shells and has a tighter spread than the 870&lt;br /&gt;
[[Image:Custom37.jpg|thumb|none|400px|Customized Ithaca 37 &amp;quot;Stakeout&amp;quot; with Pachymar pistol grip, vertical foregrip, and heat shield - 12 gauge. This movie gun was seen in ''[[Miami Vice]]'' and various films.]]&lt;br /&gt;
[[Image:Stakeout-1-.jpg|thumb|none|400px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
[[Kel-Tec KSG]] is available in Criminal Activity DLC, appearing as KSG12, and holding 14 shells. It exclusive to the Enforcer class on the Law Enforcement team and can be bought fairly cheap, requiring no assignment to complete unlike previous Battlefield games' DLC weapons. Like in other video games featuring the KSG, the two magazine tubes are incorrectly treated as one continuous tube, as the the magazine selector is never operated.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|400px|Kel-Tec KSG with Magpul RVG foregrip - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Marine Magnum==&lt;br /&gt;
The [[Remington 870 Marine Magnum]] is the default weapon for the Enforcer class as the &amp;quot;870P Magnum&amp;quot;, taking the MG36's place during the June 2014 beta as this class' default weapon, as the MG36, along with all other LMGs, are now Battle Pickups as of the February 2015 beta. It has a rail attached to the top of the receiver. By default it is equipped with a Tactical Light, which differs from a regular flashlight in that it only activates when aiming&lt;br /&gt;
[[Image:Remington870MarineMagnum.jpg|thumb|none|400px|Remington 870 Marine Magnum - 12 Gauge]]&lt;br /&gt;
[[Image:BFHLR87001.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR87002.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLR87003.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; with a flashlight attched in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Izhmash Saiga series shotgun#Saiga 12|Saiga-12K]] appears as the &amp;quot;Saiga 12&amp;quot; in the Robbery DLC. &lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Side by Side Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed-Off Side by Side Shotgun]] is unlocked by the Enforcer class as the &amp;quot;Double-Barrel Shotgun&amp;quot;. It is unlocked by completing the Enforcer Syndicate assignment. When reloading, even if only one shot is fired, both shells are replaced.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Sawed-Off Remington SBS - 12 gauge]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF01.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF02.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF03.jpg|thumb|none|600px|Stock &amp;quot;Sawed Off Shotgun&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==12 Gauge Side-by-Side Shotgun==&lt;br /&gt;
Buying the &amp;quot;Long Barrel&amp;quot; and &amp;quot;Stock&amp;quot; attachments for the sawed-off shotgun will turn it into a full-length [[12 Gauge Double Barreled Shotgun|12 gauge Side-by-Side Shotgun]].&lt;br /&gt;
[[Image:BaikalSBSShotgun.jpg|thumb|none|400px|Baikal SBS shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is available to the Criminal Operator class. Earlier betas had a railed handguard, but it was later changed to the original wood furniture (equipping anything in the Accessory slot will return the RIS handguard). It has higher damage and better range than the other Operator weapons, but is hard to control and fires slower than the rest.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:BFHLAKM02.jpg|thumb|none|600px|AKM being held.]]&lt;br /&gt;
[[Image:BFHLAKM03.jpg|thumb|none|600px|AKM iron sight.]]&lt;br /&gt;
[[Image:BFHLAKM01.jpg|thumb|none|600px|Stock AKM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is an available carbine for the Criminal team's Operator class. It uses an aftermarket railed handguard and is equipped with a laser sight by default.&lt;br /&gt;
[[Image:AKS74U-RIS.jpg|thumb|none|400px|AKS-74U with railed handguard - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
The [[Bushmaster ACR]] is available to the Operator class as the &amp;quot;ACW-R&amp;quot;. It is featured in-game as a Carbine. It was only available for pre-ordering the game or purchasing the Deluxe Edition Upgrade. As of the Robbery DLC, it is free to all players&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, five-sided handguard, and Magpul MBUS sights &amp;amp; PMag magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[Colt M16A4]] is depicted as a fully automatic &amp;quot;M16A3&amp;quot;, similar to [[Battlefield 3]]. It can be purchased by the Law Enforcement Operator, though in early betas was the kit's default weapon.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope - 5.56x45mm. This is the USMC style setup.]]&lt;br /&gt;
[[Image:BFHLM16A30Hold.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; being held. Evident in this screenshot are the incorrectly raised receiver rails, resulting in a small gap between the rear of the carrying handle and the receiver. This is possibly due to needing to match the height of the new handguard rail model (discussed in a following screenshot caption).]]&lt;br /&gt;
[[Image:BFHLM16A302.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; iron sight. Like in BF3 and BF4, the ghost ring assembly is incorrectly modelled with the small aperture style ring but with the opening of a large aperture.]]&lt;br /&gt;
[[Image:BFHLM16A303.jpg|thumb|none|600px|Stock &amp;quot;M16A3&amp;quot; in the loadout menu. Note the long-awaited bayonet lug has been added with a sling swivel (though the swivel should be mounted on the rear lug of the front sight base) along with a new Daniel Defense M4 12.0 free float handguard (a Knight's Armament Company RAS M5 in previous titles).]]&lt;br /&gt;
[[Image:BFHLM16A301.jpg‎|thumb|none|600px|Promotional screenshot of the &amp;quot;M16A3&amp;quot;; this SWAT officer's misfortune at least gives us good lighting on his newly upgraded Magpul PMAGs. Note that the character seems to be using the CIRAS maritime body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] is featured as the &amp;quot;RO933&amp;quot; and is the starting carbine for the Operator class. By default it is equipped with a stubby grip, a flash hider, and an Aimpoint Micro T1 sight&lt;br /&gt;
[[Image:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHardlineRO933.jpg|thumb|none|500px|&amp;quot;RO933&amp;quot; Ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears as the &amp;quot;MDC&amp;quot; (Despite being modeled as Full sized MDR) in the Robbery DLC.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|450px|none|Desert Tech Micro Dynamic Rifle - 5.56x45mm NATO / 7.62x51mm / 7.62x39mm / .300 AAC / 6.8x43mm SPC. This is a pre-production model with 3D printed furnishings first shown in 2014: the current version has an ambidextrous charging handle rather than a reversible one, what appears to be a release catch on the handguard, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[file:Desert Tech MDR-C.jpg|thumb|450px|none|'''The Actual''' Desert Tech Micro Dynamic Rifle Compact - 5.56x45mm NATO / 7.62x51mm / 7.62x39mm / .300 AAC / 6.8x43mm SPC]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] can be purchased for the Criminal Enforcer and appears as &amp;quot;SA-58 OSW&amp;quot;. It holds 20+1 rounds and comes with a PK-A 3.5x scope by default&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BfhlbetaFal1.jpg|thumb|none|600px|The SA58 OSW being held.]]&lt;br /&gt;
[[Image:BfhlbetaFal2.jpg|thumb|none|600px|The SA58 OSW's iron sights.]]&lt;br /&gt;
[[Image:BfhlbetaFal3.jpg|thumb|none|600px|Chambering a new round. ]]&lt;br /&gt;
[[Image:BfhlbetaFal4.jpg|thumb|none|600px|The SA58 OSW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Operator class. It was only available for pre-ordering the game or buying the Deluxe Edition Upgrade, but as of the Robbery DLC is free to all players. Equipped with an ACOG scope by default, it has a fire rate of 675 RPM in-game. Player characters in-game reload the weapon rather slowly in comparison to other weapons with an empty reload taking 4.2 seconds. &lt;br /&gt;
[[File:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Surbaissé==&lt;br /&gt;
The [[FAMAS#FAMAS FELIN|FAMAS Surbaissé]] appears as the &amp;quot;Famas&amp;quot; in the Robbery DLC. It is a bit slower than prior Battlefield games at 900 RPM, and keeps its 25+1 capacity from prior games as well. It is available to both teams' Operator class&lt;br /&gt;
[[Image:Famas-felin.jpg|thumb|none|450px|FAMAS Surbaissé with infrared scope - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000==&lt;br /&gt;
The [[FN F2000]] appears as the &amp;quot;F2000&amp;quot; in the Robbery DLC, exclusive to the Criminal Operator. Unlike in Battlefield 4, its mounted scope is used when ironsights are selected, rather than allowing other sights to be used and the scope as an option&lt;br /&gt;
[[Image:F2000.jpg|thumb|none|450px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
When equipped with optics, the F2000 becomes an [[FN F2000 Tactical]].&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|450px|FN F2000 Tactical with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
[[FN FAL]] is available in Criminal Activity DLC for the Criminal Enforcer class. With the stock attachment, it becomes a synthetic furniture model.  It is nearly identical to its more modern counterpart except for a faster rate of fire.&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|450px|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFH FN FAL 01.jpg|thumb|none|600px|Default FN FAL in the loadout menu.]]&lt;br /&gt;
[[Image:BFH FN FAL 02.jpg|thumb|none|600px|FN FAL with the &amp;quot;Stock&amp;quot; attachment, which gives the entire weapon synthetic furtniture.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The Third Generation [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]], listed in-game as the &amp;quot;SCAR-H&amp;quot;, is an unlockable heavy carbine for the Law Enforcement Enforcer. With the heavy barrel attachment, it becomes a mid length SCAR-H STD. The game also shows the incorrectly pressing the magazine release button while empty reload. &lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
[[Heckler &amp;amp; Koch G36C]] is available to purchase for the Law Enforcement Operator class. Like in Battlefield 4, during the beta it has an incorrect rate of fire of 650 rounds per minute instead of 750. but was corrected in the full game to it's proper 750 RPM. In betas, it was exclusive to the Criminal team, but was swapped after the February beta for balancing reasons&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36C02.jpg|thumb|none|600px|G36C being held.]]&lt;br /&gt;
[[Image:BFHLG36C03.jpg|thumb|none|600px|G36C iron sight.]]&lt;br /&gt;
[[Image:BFHLG36C01.jpg|thumb|none|600px|Stock G36C in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36E/KV Hybrid==&lt;br /&gt;
During the June 2014 beta, the [[Heckler &amp;amp; Koch G36|H&amp;amp;K G36E/KV Hybrid]] was the default Enforcer weapon, fitted with a 100-round drum C-Mag. The game refers it as the &amp;quot;MG36&amp;quot; LMG variant, but it is obviously NOT an MG36 since H&amp;amp;K only produced few MG36s with export sight; the weapon in-game is depicted as having the G36KV carrying handle/railmount. When equipped with iron sights, it uses backup iron sights as opposed to the sights mounted on the G36KV carrying handle as they are absent. The gun also shows the bolt being still even when the gun is fired.  As of the February 2015 beta, this weapon is no longer available to the Enforcer, as it, along with other LMGs, are now Battle Pickups. It always spawns with a CompM4S Sight, Muzzle Brake and Laser Sight and can be equipped from the trunk of a player's car with the LMG Armory vehicle upgrade. &lt;br /&gt;
[[Image:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with rail top carry handle - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:HKG36E-KV(MG36).jpg‎|thumb|none|450px|'''Airsoft''' A Hybrid of the G36E/KV which is often confused as the &amp;quot;MG36&amp;quot; Configuration -(fake) 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36K01.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLG36K02.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLG36K04.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; with an EOtech holographic sight.]]&lt;br /&gt;
[[Image:BFHLG36K03.jpg|thumb|none|600px|Stock &amp;quot;MG36&amp;quot;  in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] with 10.4 inch barrel is available to the Criminal Operator class as the &amp;quot;M416&amp;quot;. With the heavy barrel attachment, it becomes a mid length 14.5 inch barrel. In betas, it was exclusive to the Law Enforcement team, though after the Februrary beta was changed to the Criminal team for balancing. It is tied with the RO933 for the highest rate of fire in its weapon class&lt;br /&gt;
[[File:HK416 current.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 D10RS with 10.4 inch barrel - 5.56x45mm NATO.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK51==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK51]] is available for the Criminal Enforcer class. It has a slow rate of fire and its collapsible stock is extended by default&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|Heckler &amp;amp; Koch HK51 - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM]] is available to the Operator class as the &amp;quot;ARM&amp;quot;. It holds an extremely high capacity of 50 rounds and can be unlocked by completing the Operator Syndicate assignment.&lt;br /&gt;
[[File:Galil.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFH Galil ARM 01.jpg|thumb|none|600px|Default ARM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE N 21==&lt;br /&gt;
The [[Galil ACE|Galil ACE N 21]] is available to the Operator class as the &amp;quot;CAR-556&amp;quot;. It was only available for pre-ordering the game or buying the Deluxe Edition Upgrade, but as of the Robbery DLC it is free for all players. It posses the second largest magazine capacity of the Operator Weapons (with the ARM being first) holding 40 rounds.&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] appears in the Robbery DLC, incorrectly called &amp;quot;M1&amp;quot; only. It fitted with 30 rounds magazines and a folded stock by default. With the stock attachment, the stock becomes unfolded. Like the M1A1 Thompson, the M1A1 Carbine is one of the few primary weapon that can be used by all classes. Also similarly to the M1A1 Thompson, it has very limited attachments available, as it can only use stock, stubby grip and flash hider attachments. &lt;br /&gt;
[[Image:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The Ohio Ordnance HCAR is available for the Law Enforcement Enforcer class. Much like its counterpart on the Criminal team, the HK-51, it has a slow rate of fire but high power. Holds 30+1 rounds. It is anachronistic to the first part of the single-player story set in 2012, as the HCAR was announced in 2013.&lt;br /&gt;
[[File:HCAR.jpg|thumb|none|450px|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==PTR 91==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3#PTR 91|PTR 91]] is available as a marksman rifle to the Criminal Professional class.&lt;br /&gt;
[[File:PTR91NEW.jpg‎|thumb|none|450px|PTR 91 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLPTR02.jpg|thumb|none|600px|PTR-91 being held.]]&lt;br /&gt;
[[Image:BFHLPTR03.jpg|thumb|none|600px|PTR-91 iron sight.]]&lt;br /&gt;
[[Image:BFHLPTR01.jpg|thumb|none|600px|Stock PTR-91 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK light machine gun]] appears as the &amp;quot;RPK&amp;quot; in the Robbery DLC. Like the Galil ARM, RPK holds an extremely high capacity of 50 rounds drum magazines (Actual RPK's drum magazines hold 75 rounds) and now categorized as Assault Rifle. Like the AKM, RPK fitted original wood handguard by default. when equipping anything in the Accessory slot, it became the RIS handguard.&lt;br /&gt;
[[Image:Rpk 01 drum.jpg|thumb|none|450px|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG StG 57 / SG 510-4 Hybrid==&lt;br /&gt;
[[SIG SG 510]] is available in Criminal Activity DLC for the Law Enforcement Enforcer class. Its modelled after both StG 57 and SG 510-4, as it has the overall black furniture and stock of StG 57, but ironsights and charging handle are from SG 510-4, and it is chambered in 7.62x51mm NATO. The default magazine holds 24 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:SIGSG510-4.jpg|thumb|450px|none|SIG SG 510-4 Battle Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SIG-StG-57.jpg|thumb|450px|none|SIG StG 57 Battle Rifle - 7.5mm Swiss]]&lt;br /&gt;
[[Image:BFH SG510.jpg |thumb|600px|none|Default SG 510 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] is available to the Law Enforcement Operator class as the &amp;quot;SG553&amp;quot;. It is equipped by default with an SRS Red Dot. &lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|none|450px|SIG SG 553 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==SAIGA 308==&lt;br /&gt;
The [[SAIGA 308]] as the &amp;quot;SAIGA .308&amp;quot; can be purchased for the Criminal Professional class. As of the beta, no iron sight is available to this gun. Due to either modeling or point of perspective, when viewed from the first person, the scope seems ridiculously large. In the full game, correct iron sights have been added, replicating the AKM ironsights.&lt;br /&gt;
[[Image:Saiga 308.jpg|thumb|none|450px|SAIGA 308 - 7.62х51mm NATO]]&lt;br /&gt;
[[Image:BFHLSAIGA30802.jpg|thumb|none|600px|&amp;quot;SAIGA .308&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAIGA30801.jpg|thumb|none|600px|Stock &amp;quot;SAIGA .308&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[M14 Rifle#Springfield Armory M1A SOCOM 16|Springfield Armory M1A SOCOM 16]] ,  known simply as &amp;quot;SOCOM 16&amp;quot;, is a marksman rifle for the Law Enforcement Professional class.  With the heavy barrel attachment, it becomes a full length M1A.&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|450px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As noted in the intro, man-portable machine guns are Battle Pickups in this entry of the series, and are no longer part of any class' kit.&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] comes back from the previous [[Battlefield]] series. It spawns on some maps as a Battle Pickup equipped with a Holographic sight and a stubby grip. &lt;br /&gt;
[[Image:M240-1.jpg‎|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHM240B.jpg|thumb|none|600px|The M240B in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para==&lt;br /&gt;
An [[M249]] was featured in the Beta on the Counter/Heavy Attack Truck, being used by the secondary gunner and was available for the Enforcer class during early beta's. Now in the full game it is a Battle Pickup instead, and appears as the backdoor weapon for the SUV as well.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg‎|thumb|none|450px|FN M249 Para - 5.56x45mm]]&lt;br /&gt;
[[Image:BFHLSAW01.jpg‎|thumb|none|600px|M249 SAW mounted on top of the Mk19 grenade launcher and M2HB machine gun, that is mounted on top of a Counter/Heavy Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
[[PKP Pecheneg]] is mounted on Criminals' Hardened Attack Truck. It is the default gun used by the driver.&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg machine gun with ammo box - 7.62x54mm R.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==AAC Integrally Suppressed Remington 700==&lt;br /&gt;
The AAC Integrally Suppressed [[Remington 700]] appears as the &amp;quot;.300 Knockout&amp;quot;. It can be unlocked for both teams by completing the Professional Syndicate assignment. It also comes with a straight-pull bult by default&lt;br /&gt;
[[Image:Img 5166-tfb.jpg|thumb|none|450px|AAC Integrally Suppressed Remington 700 - .300 BLK]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M82 rifle series#Barrett M107|Barrett M107]] appears as the &amp;quot;M82 .416&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|450px|Barrett M107 - .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]]. This time around, it is correctly designated &amp;quot;AWM&amp;quot;, and correctly chambered in .338 Magnum. It can be purchased for the Criminal Professional.&lt;br /&gt;
[[Image:AI L115A3.jpg|thumb|none|450px|Accuracy International AWM-F - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BFHAWMF.jpg|thumb|none|600px|The hidden incomplete &amp;quot;AWM&amp;quot; on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s AWM-F.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 Enhanced Combat Carbine==&lt;br /&gt;
The [[Knight's Armament SR-25|SR-25 Enhanced Combat Carbine]] appear as &amp;quot;SR-25 ECC&amp;quot;. It can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm]]&lt;br /&gt;
[[Image:BFHSR25.jpg|thumb|none|600px|The hidden incomplete &amp;quot;SR-25 ECC&amp;quot; in the loadout menu on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s Mk 11 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700LTR==&lt;br /&gt;
The [[Remington 700| Remington 700 LTR]], as &amp;quot;R700LTR&amp;quot;, was the default weapon of the Professional class in the June 2014 beta. It is equipped with a fluted barrel. Currently it can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Rem700.jpg|thumb|none|450px|Remington Model 700P LTR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLR70001.jpg|thumb|none|600px|&amp;quot;R700 LTR&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR70002.jpg|thumb|none|600px|Stock &amp;quot;R700 LTR&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Elite==&lt;br /&gt;
The [[Steyr Elite]] appear as &amp;quot;Scout Elite&amp;quot;, is the default weapon of the Professional class starting with the February 2015 beta. By default it is equipped with a straight-pull bolt accessory, removing the need to unscope between aimed shots. Unlike the heavier bolt-action rifles, it comes with only a 6x scope by default, rather than 8x&lt;br /&gt;
[[Image:ELITE.jpeg|thumb|none|450px|Steyr Elite - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Both the Stinger and the RPG-7 were available gadgets for the Mechanic class during the June 2014 beta, but these have since been relegated to Battle Pickups.&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
[[FIM-92A Stinger]] is available as a pick-up weapon only. Just how the police and a criminal syndicate can get a hold of this advanced military grade weapon is beyond anyone's guess, but it functions just like the previous games. The Anti-Air Armory upgrade for certain vehicles allows it to be claimed from their trunk.&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:BFHLStinger01.jpg|thumb|none|600px|Player holding the Stinger.]]&lt;br /&gt;
[[Image:BFHLStinger02.jpg|thumb|none|600px|Player aiming down the sights of the Stinger.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is available to the Law Enforcement Mechanic class. The descrition of the weapon reads &amp;quot;''It's not exactly clear how Law Enforcement got a hold of this baby. A breach-loading launcher, it fires a 40mm high explosive grenade that is effective against light vehicles and agents.''&amp;quot; As in the previous two games, 40mm grenades are more useful for finishing weakened enemies off or taking down vehicles than for direct kills&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|275px|H&amp;amp;K M320 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The M79 is available for the Criminal Mechanic Class. It's description states that the weapon was (obviously) not obtained through legal channels. It functions identically to the M320&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
The [[M79 grenade launcher]] is the criminals' counterpart to the M320.&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The SMAW spawns as a Battle Pickup throughout some maps. It is a single shot weapon, being discarded upon use (similar to [[Battlefield 4]]'s AT4) and is much more powerful than the RPG-7. &lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] can no longer be equipped by the Mechanic class, but can be picked up from various locations. The Anti-Armor Armory upgrade for certain vehicles allows it to be claimed from the vehicle's trunk.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BFHLRPG701.jpg|thumb|none|600px|Player holding the RPG-7V2.]]&lt;br /&gt;
[[Image:BFHLRPG702.jpg|thumb|none|600px|Sights of the RPG-7V2.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==AN/M14 incendiary grenade==&lt;br /&gt;
Available to purchase for any class. Incendiaries (and molotovs) thrown by teammates will have blue fire. Two are carried at once&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 incendiary grenade]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
Available for purchase for any class. As in Battlefield 4, smoke clouds can prevent spotting&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|120px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 fragmentation hand grenade==&lt;br /&gt;
Every class in the game can equip one [[M67 hand grenade|M67 fragmentation hand grenade]]. It is the default grenade&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|150px|M67 fragmentation hand grenade]]&lt;br /&gt;
[[Image:BFHLM6701.jpg|thumb|none|600px|Player holding the M67.]]&lt;br /&gt;
[[Image:BFHLM6702.jpg|thumb|none|600px|M67 on the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
Available for purchase for any class. Players using the Flashbang can carry 2 at a time&lt;br /&gt;
[[Image:M84stun.jpg|thumb|none|100px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears on many vehicles. It is the main weapon for the Counter Attack Trucks. It is also the default door gunner weapon for the transport helicopters, and can be purchased for the SUVs to replace the default M134.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BFHLM201.jpg|thumb|none|600px|Heavy/Counter Attack Truck with the M2HB mounted on top]]&lt;br /&gt;
&lt;br /&gt;
==FN M3M==&lt;br /&gt;
The [[Browning M3#FN GAU-21|FN M3M]] is purchasable for the SUV turret, and the helicopter door gunners, referred to as &amp;quot;M3M&amp;quot;. It differs from the M2HB by having a higher rate of fire.&lt;br /&gt;
[[image:FN GAU-21.jpg|thumb|none|400px|FN M3M (designated GAU-21 in the US military) - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is also mounted on the Counter Attack Truck as a secondary weapon to the [[Browning M2HB]], it can be customized to fire 25mm flechette ammunition.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BFHLMK1901.jpg|thumb|none|600px|Mk 19 grenade launcher on a police Counter Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
[[M134 Minigun]]s are mounted on the Transport Helicopters, Armoured SUV and Attack Helicopter's nose mount.&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHLM13401.jpg|thumb|none|600px|M134 mounted on top of a Armoured Van.]]&lt;br /&gt;
[[Image:BFHLM13403.jpg|thumb|none|600px|Armoured Van with M134 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLM13402.jpg|thumb|none|600px|M134 mounted on top of a Transport Helicopter.]]&lt;br /&gt;
[[Image:BFHLM13404.jpg|thumb|none|600px|Transport Helicopter with M134 in the loadout menu]]&lt;br /&gt;
[[Image:BFHLM13405.jpg|thumb|none|600px|M134 mounted on the nose of the Attack Helicopter.]]&lt;br /&gt;
&lt;br /&gt;
=Misc.=&lt;br /&gt;
&lt;br /&gt;
==Taser X26E==&lt;br /&gt;
The [[Taser#X26|Taser X26E]] appears as an all-kit gadget, in the sidearm slot. It is called &amp;quot;T62 CEW&amp;quot; (for '''C'''onducted '''E'''nergy '''W'''eapon, the official classification for Taser-like weapons) in the game. The ingame version can mount a reflex sight, something not possible with the real-life weapon, and indeed the ingame model shows no rails or other attachment points where one could be mounted. The reticle consists of a large white circle, and two green dots appear in the center if an enemy is within range. Enemies hit with the Taser will visibly spark for several seconds and collapse, and Taser takedowns will award a &amp;quot;Non-Lethal Takedown&amp;quot; score bonus, in addition to allowing players to interrogate the stunned enemy&lt;br /&gt;
[[Image:X26-tazer.jpg|thumb|none|401px|X26E Taser with safety cap on]]&lt;br /&gt;
[[Image:BFHLTaser01.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; being reloaded.]]&lt;br /&gt;
[[Image:BFHLTaser02.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: War]]&lt;br /&gt;
[[Category: Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=962738</id>
		<title>Battlefield Hardline</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=962738"/>
		<updated>2015-09-22T06:49:04Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* FN F2000 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield Hardline&lt;br /&gt;
|picture=BF Hardline.jpg&lt;br /&gt;
|caption=''Promotional artwork''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=March 17, 2015&lt;br /&gt;
|developer=Visceral&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox 360&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Battlefield Hardline'' is the latest game coming out for the ''[[Battlefield]]'' series, focusing on criminals and police warfare instead of pitting armies against each other.&lt;br /&gt;
&lt;br /&gt;
As in previous games, player take on as one of four classes:&lt;br /&gt;
&lt;br /&gt;
*Operator is akin to the Assault/Medic class, wielding assault rifles and carbines, able to revive and heal other players, and for the first time in the series, revive him/herself under certain conditions.&lt;br /&gt;
*Enforcer is a powerhouse class, wielding high-caliber battle rifles, heavy carbines, and shotguns, as well as dropping ammo for allies. A riot shield and C4 explosive is also unlocked by this class.&lt;br /&gt;
*Mechanic class is the stand in for the Engineer, using sub-machine guns and revolvers. Due to a lesser emphasis on vehicles, the Mechanic now gets more unique equipment like torso armor or the deployable spawn point, though still retains a 40mm grenade launcher and repair tool&lt;br /&gt;
*Professional class is the Recon/Sniper of this game, unlocking both bolt action and high caliber semi-automatic weapons. Gadgets available to this class include the trip mine and a surveillance camera.&lt;br /&gt;
&lt;br /&gt;
All of the classes are capable of equipping a zip-line crossbow, grappling hook launcher, gas mask, or a driving upgrade in place of either or both of their unique gadgets&lt;br /&gt;
&lt;br /&gt;
Rocket launchers and light machine guns are not available to any class, but can be found in locations on the map, or stored in the trunk of a car if the proper upgrade has been purchased for it&lt;br /&gt;
&lt;br /&gt;
As in many prior Battlefield games, most weapons are exclusive to one side when purchased, such as the Saiga .308 being only usable by the criminals, or the SCAR-H only being usable by the police. However, obtaining 1250 kills with a specific weapon allows players to purchase a Weapon License, letting them use it regardless of their team&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER*: As of June 12 2014, the screenshots posted here are from the game's beta trial, thus representing the unfinished product. It is quite possible that these weapons are unfinished, expect some of these screenshots to be replaced when the the actual game releases. &lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Unlike previous games in the series, pistols are now class-specific, sorted in different categories. The Operator kit uses the lower-caliber semi-automatics, such as the 92FS and Glock 17. The Mechanic uses revolvers, including the Judge. The Enforcer kit uses heavier pistols such as the M1911 and Desert Eagle, and the Professional uses machine pistols such as the Glock 18 and MAC-10&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] makes an appearance as the &amp;quot;92FS&amp;quot;, and is the starting weapon of the Operator for both factions, and by default comes with improved ironsights. In single-player it is also a default weapon for Nick Mendoza.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:BFHL92FSLoadout.jpg|thumb|none|600px|Stock &amp;quot;92FS&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHL92FS03.jpg|thumb|none|600px|&amp;quot;92FS&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHL92FS02.jpg|thumb|none|600px|Player holding the &amp;quot;92FS&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;93R&amp;quot;==&lt;br /&gt;
The [[Beretta 93R|Beretta 92FS &amp;quot;93R&amp;quot;]] was originally one of the &amp;quot;hidden guns&amp;quot;, it's the same &amp;quot;93R&amp;quot; from [[Battlefield 3]] which, of course, it's a normal [[Beretta 92FS|92FS]] with a resemblance of the 93R. Unlike Battlefield 4's model, it has the extended magazine and ported barrel as it had in Battlefield 3. It is the only burst-fire machine pistol and is exclusive to Law Enforcement Professional Class.&lt;br /&gt;
[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:BFH93R.jpg|thumb|none|600px|Beretta 92FS as the &amp;quot;M93R&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 SP-01 SHADOW==&lt;br /&gt;
The [[CZ 75#CZ 75 SP-01 SHADOW|CZ-75 SP-01 SHADOW]] appears simply as the 'CZ-75' and can be purchased for the Criminal Operator. It has a larger magazine than the 92FS and P226, and is quite accurate. Unlike Battlefield 4's version, it appears to be a 9x19mm model rather than .40 S&amp;amp;W.&lt;br /&gt;
[[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|350px|CZ 75 SP-01 SHADOW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The Desert Eagle Mark XIX appears once again from Battlefield 4 although this time it is called the &amp;quot;Bald Eagle&amp;quot;. Unlike in Battlefield 4, this Desert Eagle has a chrome finish as opposed to black and is now chambered in .50 Action Express instead of .44 Magnum. It can be unlocked for both teams' Enforcer class by completing the Enforcer Assignment 2. A gold-plated version is also used by the VIP in the Crosshair game mode.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:BFHardlineBaldEagle4.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; in the outfitting menu]]&lt;br /&gt;
[[File:BFHardlineBaldEagle1.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; Ingame]]&lt;br /&gt;
[[File:BFHardlineBaldEagle2.jpg|thumb|500px|none|&amp;quot;Uh oh, where did it go?!?&amp;quot;]]&lt;br /&gt;
[[File:BFHardlineBaldEagle3.jpg|thumb|500px|none|&amp;quot;Ta-da!&amp;quot; One of the new unique reloads has the player perform some slight of hand magic to reload the &amp;quot;Bald Eagle&amp;quot;. Chances of encountering this rare reload are 1 in 10,000]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
Originally cut from release, the [[FN Five-seveN]] appears as the &amp;quot;FN57&amp;quot; in an update released alongside the Robbery DLC. The Five-seveN is the only all-class sidearm and holds 20+1 rounds.&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|none|350px|FN Five-seveN - FN 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] makes a return from ''[[Battlefield 3]]'' as the &amp;quot;G17&amp;quot;, unlocked for both teams by completing the Operator Assignment 2. It has the highest magazine capacity in its class, just ahead of the CZ-75, and has a much higher firecap than the other semi-automatic handguns&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|Glock 17 3rd Generation - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears as the default sidearm for the Professional class, being incorrectly named the 'G18C'. Its model is ported from Battlefield 4's Glock 18, which had the same slide serrations as a semi-automatic model rather than the unique ones for the 18's fire selector. It comes with a Laser Sight by default. Incidentally, it shares its Battlelog render with the Glock 17&lt;br /&gt;
[[Image: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;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK45C==&lt;br /&gt;
[[Heckler &amp;amp; Koch HK45|Heckler &amp;amp; Koch HK45C]] with threaded barrel is the default sidearm of the Enforcer kit on both teams, called &amp;quot;45T&amp;quot; in the game. By default it comes with a Mini Reflex sight.&lt;br /&gt;
[[Image:HK45C.jpg|thumb|none|350px|Heckler &amp;amp; Koch HK45C - .45 ACP]]&lt;br /&gt;
[[Image:HK45C with Threaded Barrel.jpg|thumb|none|350px|Actual Heckler &amp;amp; Koch HK45C'''T''' for comparison - .45 ACP. Note the different sights.]]&lt;br /&gt;
[[Image:BFHLHK4503.jpg|thumb|none|600px|Stock &amp;quot;HK45C&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLHK4502.jpg|thumb|none|600px|&amp;quot;HK45C&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLHK4501.jpg|thumb|none|600px|Player holding the &amp;quot;HK45C&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] appears as the 'P226' and is available for purchase by Law Enforcement Operators. It has a lower magazine size than any of the Operator's other sidearms.&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P40 Pro==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P40]] Pro appears as the '.40 Pro', and is a pistol for the Enforcer class. It can be differentiated from the standard M&amp;amp;P40 by the 5 inch barrel. Oddly for a pistol originally created for Military and Law Enforcement, it is only available for the Criminal team. It has slightly lower power than the other Enforcer handguns, but has a much higher capacity, acting sort of like the Operator's sidearms&lt;br /&gt;
[[File:S&amp;amp;W-M&amp;amp;P-40.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P40 - .40 S&amp;amp;W ACP]]&lt;br /&gt;
[[File:BFHardline40Pro.jpg|thumb|none|500px|'.40 Pro' in the selection menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 R8==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 R8]] makes its video game debut in this entry of the [[Battlefield]] series, where it can be purchased for the Law Enforcement Mechanic class. It has a higher capacity than any of the other revolvers, with 8 rounds per cylinder. It appears under the name &amp;quot;.357 RS&amp;quot;&lt;br /&gt;
[[Image:S&amp;amp;WModel327.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson 327 R8 - .357 Magnum]]&lt;br /&gt;
[[Image:BFHSW357.jpg|thumb|none|600px|S&amp;amp;W Model 327 R8 as the &amp;quot;RS357&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 642==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 642]] revolver is the default sidearm for the Mechanic on both teams; called the &amp;quot;.38 Snub&amp;quot;. It initially had an incorrect 6-round capacity during the June 2014 beta.  This has since been rectified to 5 rounds as of the February 2015 beta. It has a laser sight equipped by default, which is the only attachment it can use.&lt;br /&gt;
[[Image:S&amp;amp;W642Airweight.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 642 Airweight Snub nose revolver chambered in .38 Special]]&lt;br /&gt;
[[Image:BFHLSNUB03.jpg|thumb|none|600px|Model 642 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLSNUB02.jpg|thumb|none|600px|Model 642's iron sights.]]&lt;br /&gt;
[[Image:BFHLSNUB01.jpg|thumb|none|600px|Player holding the Model 642]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge &amp;quot;Public Defender&amp;quot;==&lt;br /&gt;
The &amp;quot;Public Defender&amp;quot; snub nose version of the [[Taurus Judge]] appears as the &amp;quot;.410 Jury&amp;quot;. It is unlocked for both teams by completing Mechanic Assignment 2&lt;br /&gt;
[[File:Taurus Judge Public Defender.jpg|thumb|none|350px|Taurus Judge &amp;quot;Public Defender&amp;quot; - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]] returns from both prior Battlefield games, again named the '.44 Magnum.' It can be purchased for the Criminal Mechanic&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|350px|Taurus Model 44 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Tactical Custom 1911==&lt;br /&gt;
The [[Colt M1911|Vickers Tactical 1911]] comes back from [[Battlefield 4]], somewhat incorrectly called &amp;quot;M1911A1&amp;quot;. It can be purchased for the Law Enforcement Enforcer class. Although it is the same model reused from ''[[Battlefield 4]]'', tritium inserts have been added and the slight misalignment of the sights has been fixed.&lt;br /&gt;
[[Image:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|350px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]]&lt;br /&gt;
[[Image:BFH1911.jpg|thumb|none|600px|Vickers tactical as &amp;quot;M1911&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45]] appears simply as the 'M/45' and can be purchased for the Law Enforcement Mechanic. It is correctly depicted as being open-bolt and lacking a fire selector, unable to chamber an extra round and limited to automatic fire. In prior betas it was a Criminal-exclusive weapon, though for balance reasons was shifted to the Law Enforcement team. It holds 36 rounds with no extra in the chamber and unlike other open-bolt weapons in the game, the bolt is pulled back at the start of an empty reload rather than the end&lt;br /&gt;
[[Image:Kp m45b.jpg|thumb|none|400px|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 series#CZ Scorpion Evo 3 A1|CZ Scorpion Evo 3 A1]] appears as the &amp;quot;Scorpion&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|400px|none|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available for purchase for the Criminal Mechanic class as the &amp;quot;P90&amp;quot;. Earlier beta versions had 40 round capacity, later corrected to 50. The game also shows the magazine to be incorrectly removed without pressing the magazine release button. By default it starts with a heavy barrel attachment which makes it appear as the civilian variant, the FN PS90.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[Image:BFHLP9002.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLP9003.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLP9001.jpg|thumb|none|600px|Stock &amp;quot;P90&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5KA4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5KA4]] is an available sub-machine gun for the Mechanic class of both teams. This is the starting weapon for the Mechanic in the February 2015 beta, and is equipped with a red dot sight, suppressor and extended magazine, which for some reason holds only 25 rounds. The weapon always has the buttcap of the MP5K-PDW, and the folding stock is optional. Attaching a muzzle device will turn it into an actual MP5K-PDW.&lt;br /&gt;
[[Image:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5KA4 (3 round burst added) with 15-round magazine - 9x19mm]]&lt;br /&gt;
[[image:MP5K-PDW.jpg|thumb|none|400px|MP5K-PDW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|MP7A1]] appears as the &amp;quot;MP7&amp;quot; in the Robbery DLC. It comes with default 40-round magazines, and is another weapon that can be used by all classes of both Law Enforcement and Criminals.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]], as the &amp;quot;UMP-45&amp;quot;, was the starting weapon for the Mechanic class in June 2014 beta. The front sight assembly is removed when equipped with optics like in [[Battlefield 4]]. In real life, this would not be possible without permanently altering the weapon. During the Feburary 2015 beta, it instead became available to purchase for the Law Enforcement Mechanic. After the beta, the UMP-45 was swapped to the Criminal team for balancing reasons, with Law Enforcement getting the M/45 in exchange&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:BFHLUMP4501.jpg|thumb|none|600px|UMP-45 being held.]]&lt;br /&gt;
[[Image:BFHLUMP4502.jpg|thumb|none|600px|UMP-45 iron sight.]]&lt;br /&gt;
[[Image:BFHLUMP4503.jpg|thumb|none|600px|Stock UMP-45 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] can be purchased for the Criminal Mechanic class. In the June Beta, it incorrectly chambered a round for 30+1 rounds, but later it was corrected to 32+0. It has a unique bolt handle that extends to the left&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[Image:BFHLUZI02.jpg|thumb|none|600px|Uzi being held.]]&lt;br /&gt;
[[Image:BFHLUZI03.jpg|thumb|none|600px|Uzi iron sight.]]&lt;br /&gt;
[[Image:BFHLUZI01.jpg|thumb|none|600px|Stock Uzi in the loadout menu]]&lt;br /&gt;
[[Image:BFHLUZI.jpg|thumb|none|600px|&amp;quot;I don't know how to Uzi.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] equipped with rails is an available machine pistol sidearm for the Professional class. The MAC-10 in game has an aftermarket upper receiver, which adds a full-length top rail and relocates the bolt handle to the side. It can be unlocked by completing Professional Assignment 2, and can be used by both teams. By default it starts with a Suppressor and a Stock option and a small magazine size of only 15 rounds, and at first was incorrectly depicted as being able to have an additional round in the chamber, despite the real MAC-10 being open-bolt. In the final release of the game, the MAC-10 is indeed shown as an open-bolt weapon&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|none|300px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:BFHMAC10.jpg|thumb|none|600px|MAC-10 in the loadout menu. The charging handle has been moved to the side, to allow for a top rail.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
A full-auto converted [[Intratec TEC-9]] is available for purchase for the Criminal Professional class. It chambers +1 round, which is correct as the TEC-9 is a closed-bolt gun. (Only the original KG-9 is open-bolt) The magazine is shown to be incorrectly holding 20 rounds in a 32 rounds magazine, but this is corrected to 32 with use of the &amp;quot;Extended Magazines&amp;quot; option.&lt;br /&gt;
[[Image:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFHLTEC901.jpg|thumb|none|600px|TEC-9 being held.]]&lt;br /&gt;
[[Image:BFHLTEC902.jpg|thumb|none|600px|TEC-9 iron sight.]]&lt;br /&gt;
[[Image:BFHLTEC903.jpg|thumb|none|600px|Stock TEC-9 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==KRISS K10==&lt;br /&gt;
The [[TDI Vector|KRISS K10]] appears as the 'K10' and can be purchased for the Law Enforcement Mechanic, with an astounding RPM of 1200. To balance out its firing rate, its accuracy is quite low. It also has a slightly below-average magazine size of 25+1&lt;br /&gt;
[[Image:K102.jpg|thumb|none|400px|KRISS K10 with barrel RIS - .45 ACP / 9x19mm Para / .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
An [[M1A1 Thompson]] is introduced in patch 1.04 that was released alongside the Battlefield Hardline: Criminal Activity expansion, although the expansion is not required to own the weapon, which appears simply as ''M1A1''. It was the first of a few primary weapons that can be used by all classes. It is equipped with a 30-round magazine by default, and the extended magazine incorrectly gives it the 50-round drum, despite the real M1/M1A1 Thompson not accepting the 50 round drum magazines used on the M1921/M1928A1. It can also equip a stubby grip, but no barrel attachments or different sights. Unlike other weapons, it cannot use camouflages, instead only able to use the Bronze, Silver, or Gold finishes. Curiously, no bolt operation seems to be seen when the weapon is reloaded while empty&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:BFH M1A1.jpg|thumb|none|600px|Unmodified M1A1 Thompson in the loadout menu.]]&lt;br /&gt;
[[Image:BFH M1A1 fgrip ext mag.jpg|thumb|none|600px|M1A1 with 50-round drum magazine and foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] can be unlocked for both teams' Mechanic class by completing the Mechanic Syndicate assignment. By default, it is equipped with a red dot and laser sight.&lt;br /&gt;
[[Image:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFH FMG9 01.jpg|thumb|none|600px|Unmodified FMG-9 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
[[SIG-Sauer MPX]] returns from Battlefield 4 as a purchasable weapon for the Law Enforcement Mechanic, and is chambered in .40 S&amp;amp;W. It has 30 rounds in the magazine. Unlike Battlefield 4, its stock is now collapsed by default but can be extended with the Stock accessory, reducing recoil. It is anachronistic to the first part of the single-player story set in 2012, since the MPX was developed in 2013.&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
[[SPAS-12]] returns from previous Battlefield games for the Criminal Enforcer class, but this time around is set to semi-automatic rather than pump-action. Has 8 + 1 capacity. Despite its semi-automatic firing, waiting after a shot will still cause a pumping animation, and the ejection port seems frozen shut during an empty reload&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37 &amp;quot;Stakeout&amp;quot;==&lt;br /&gt;
The [[Ithaca 37]] in &amp;quot;Stakeout&amp;quot; configuration is an available shotgun for the Police Enforcer class, known as &amp;quot;37 Stakeout&amp;quot; in game. It has the length and wooden forearm of the standard &amp;quot;Stakeout&amp;quot;, but has the heat shield and unique foregrip of the ''[[Miami Vice]]'' movie gun seen below. The foregrip is somehow installed over the forearm. Strangely, a  identical configuration was seen in ''[[Grand Theft Auto: Vice City]]''. It can be bought for the Law Enforcement Enforcer, and can be unlocked early on in the single-player story. It holds 5+1 shells and has a tighter spread than the 870&lt;br /&gt;
[[Image:Custom37.jpg|thumb|none|400px|Customized Ithaca 37 &amp;quot;Stakeout&amp;quot; with Pachymar pistol grip, vertical foregrip, and heat shield - 12 gauge. This movie gun was seen in ''[[Miami Vice]]'' and various films.]]&lt;br /&gt;
[[Image:Stakeout-1-.jpg|thumb|none|400px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
[[Kel-Tec KSG]] is available in Criminal Activity DLC, appearing as KSG12, and holding 14 shells. It exclusive to the Enforcer class on the Law Enforcement team and can be bought fairly cheap, requiring no assignment to complete unlike previous Battlefield games' DLC weapons. Like in other video games featuring the KSG, the two magazine tubes are incorrectly treated as one continuous tube, as the the magazine selector is never operated.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|400px|Kel-Tec KSG with Magpul RVG foregrip - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Marine Magnum==&lt;br /&gt;
The [[Remington 870 Marine Magnum]] is the default weapon for the Enforcer class as the &amp;quot;870P Magnum&amp;quot;, taking the MG36's place during the June 2014 beta as this class' default weapon, as the MG36, along with all other LMGs, are now Battle Pickups as of the February 2015 beta. It has a rail attached to the top of the receiver. By default it is equipped with a Tactical Light, which differs from a regular flashlight in that it only activates when aiming&lt;br /&gt;
[[Image:Remington870MarineMagnum.jpg|thumb|none|400px|Remington 870 Marine Magnum - 12 Gauge]]&lt;br /&gt;
[[Image:BFHLR87001.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR87002.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLR87003.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; with a flashlight attched in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Izhmash Saiga series shotgun#Saiga 12|Saiga-12K]] appears as the &amp;quot;Saiga 12&amp;quot; in the Robbery DLC. &lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Side by Side Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed-Off Side by Side Shotgun]] is unlocked by the Enforcer class as the &amp;quot;Double-Barrel Shotgun&amp;quot;. It is unlocked by completing the Enforcer Syndicate assignment. When reloading, even if only one shot is fired, both shells are replaced.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Sawed-Off Remington SBS - 12 gauge]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF01.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF02.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF03.jpg|thumb|none|600px|Stock &amp;quot;Sawed Off Shotgun&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==12 Gauge Side-by-Side Shotgun==&lt;br /&gt;
Buying the &amp;quot;Long Barrel&amp;quot; and &amp;quot;Stock&amp;quot; attachments for the sawed-off shotgun will turn it into a full-length [[12 Gauge Double Barreled Shotgun|12 gauge Side-by-Side Shotgun]].&lt;br /&gt;
[[Image:BaikalSBSShotgun.jpg|thumb|none|400px|Baikal SBS shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is available to the Criminal Operator class. Earlier betas had a railed handguard, but it was later changed to the original wood furniture (equipping anything in the Accessory slot will return the RIS handguard). It has higher damage and better range than the other Operator weapons, but is hard to control and fires slower than the rest.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:BFHLAKM02.jpg|thumb|none|600px|AKM being held.]]&lt;br /&gt;
[[Image:BFHLAKM03.jpg|thumb|none|600px|AKM iron sight.]]&lt;br /&gt;
[[Image:BFHLAKM01.jpg|thumb|none|600px|Stock AKM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is an available carbine for the Criminal team's Operator class. It uses an aftermarket railed handguard and is equipped with a laser sight by default.&lt;br /&gt;
[[Image:AKS74U-RIS.jpg|thumb|none|400px|AKS-74U with railed handguard - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
The [[Bushmaster ACR]] is available to the Operator class as the &amp;quot;ACW-R&amp;quot;. It is featured in-game as a Carbine. It was only available for pre-ordering the game or purchasing the Deluxe Edition Upgrade. As of the Robbery DLC, it is free to all players&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, five-sided handguard, and Magpul MBUS sights &amp;amp; PMag magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[Colt M16A4]] is depicted as a fully automatic &amp;quot;M16A3&amp;quot;, similar to [[Battlefield 3]]. It can be purchased by the Law Enforcement Operator, though in early betas was the kit's default weapon.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope - 5.56x45mm. This is the USMC style setup.]]&lt;br /&gt;
[[Image:BFHLM16A30Hold.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; being held. Evident in this screenshot are the incorrectly raised receiver rails, resulting in a small gap between the rear of the carrying handle and the receiver. This is possibly due to needing to match the height of the new handguard rail model (discussed in a following screenshot caption).]]&lt;br /&gt;
[[Image:BFHLM16A302.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; iron sight. Like in BF3 and BF4, the ghost ring assembly is incorrectly modelled with the small aperture style ring but with the opening of a large aperture.]]&lt;br /&gt;
[[Image:BFHLM16A303.jpg|thumb|none|600px|Stock &amp;quot;M16A3&amp;quot; in the loadout menu. Note the long-awaited bayonet lug has been added with a sling swivel (though the swivel should be mounted on the rear lug of the front sight base) along with a new Daniel Defense M4 12.0 free float handguard (a Knight's Armament Company RAS M5 in previous titles).]]&lt;br /&gt;
[[Image:BFHLM16A301.jpg‎|thumb|none|600px|Promotional screenshot of the &amp;quot;M16A3&amp;quot;; this SWAT officer's misfortune at least gives us good lighting on his newly upgraded Magpul PMAGs. Note that the character seems to be using the CIRAS maritime body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] is featured as the &amp;quot;RO933&amp;quot; and is the starting carbine for the Operator class. By default it is equipped with a stubby grip, a flash hider, and an Aimpoint Micro T1 sight&lt;br /&gt;
[[Image:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHardlineRO933.jpg|thumb|none|500px|&amp;quot;RO933&amp;quot; Ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears as the &amp;quot;MDC&amp;quot; (Despite being modeled as Full sized MDR) in the Robbery DLC.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|450px|none|Desert Tech Micro Dynamic Rifle - 5.56x45mm NATO / 7.62x51mm / 7.62x39mm / .300 AAC / 6.8x43mm SPC. This is a pre-production model with 3D printed furnishings first shown in 2014: the current version has an ambidextrous charging handle rather than a reversible one, what appears to be a release catch on the handguard, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[file:Desert Tech MDR-C.jpg|thumb|450px|none|'''The Actual''' Desert Tech Micro Dynamic Rifle Compact - 5.56x45mm NATO / 7.62x51mm / 7.62x39mm / .300 AAC / 6.8x43mm SPC]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] can be purchased for the Criminal Enforcer and appears as &amp;quot;SA-58 OSW&amp;quot;. It holds 20+1 rounds and comes with a PK-A 3.5x scope by default&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BfhlbetaFal1.jpg|thumb|none|600px|The SA58 OSW being held.]]&lt;br /&gt;
[[Image:BfhlbetaFal2.jpg|thumb|none|600px|The SA58 OSW's iron sights.]]&lt;br /&gt;
[[Image:BfhlbetaFal3.jpg|thumb|none|600px|Chambering a new round. ]]&lt;br /&gt;
[[Image:BfhlbetaFal4.jpg|thumb|none|600px|The SA58 OSW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Operator class. It was only available for pre-ordering the game or buying the Deluxe Edition Upgrade, but as of the Robbery DLC is free to all players. Equipped with an ACOG scope by default, it has a fire rate of 675 RPM in-game. Player characters in-game reload the weapon rather slowly in comparison to other weapons with an empty reload taking 4.2 seconds. &lt;br /&gt;
[[File:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Surbaissé==&lt;br /&gt;
The [[FAMAS#FAMAS FELIN|FAMAS Surbaissé]] appears as the &amp;quot;Famas&amp;quot; in the Robbery DLC. It is a bit slower than prior Battlefield games at 900 RPM, and keeps its 25+1 capacity from prior games as well. It is available to both teams' Operator class&lt;br /&gt;
[[Image:Famas-felin.jpg|thumb|none|450px|FAMAS Surbaissé with infrared scope - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000==&lt;br /&gt;
The [[FN F2000]] appears as the &amp;quot;F2000&amp;quot; in the Robbery DLC, exclusive to the Criminal Operator. Unlike in Battlefield 4, its mounted scope is used when ironsights are selected, rather than allowing other sights to be used and the scope as an option&lt;br /&gt;
[[Image:F2000.jpg|thumb|none|450px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
When equipped with optics, the F2000 becomes an [[FN F2000 Tactical]].&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|450px|FN F2000 Tactical with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
[[FN FAL]] is available in Criminal Activity DLC for the Criminal Enforcer class. With the stock attachment, it becomes a synthetic furniture model.  It is nearly identical to its more modern counterpart except for a faster rate of fire.&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|450px|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFH FN FAL 01.jpg|thumb|none|600px|Default FN FAL in the loadout menu.]]&lt;br /&gt;
[[Image:BFH FN FAL 02.jpg|thumb|none|600px|FN FAL with the &amp;quot;Stock&amp;quot; attachment, which gives the entire weapon synthetic furtniture.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The Third Generation [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]], listed in-game as the &amp;quot;SCAR-H&amp;quot;, is an unlockable heavy carbine for the Law Enforcement Enforcer. With the heavy barrel attachment, it becomes a mid length SCAR-H STD. The game also shows the incorrectly pressing the magazine release button while empty reload. &lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
[[Heckler &amp;amp; Koch G36C]] is available to purchase for the Law Enforcement Operator class. Like in Battlefield 4, during the beta it has an incorrect rate of fire of 650 rounds per minute instead of 750. but was corrected in the full game to it's proper 750 RPM. In betas, it was exclusive to the Criminal team, but was swapped after the February beta for balancing reasons&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36C02.jpg|thumb|none|600px|G36C being held.]]&lt;br /&gt;
[[Image:BFHLG36C03.jpg|thumb|none|600px|G36C iron sight.]]&lt;br /&gt;
[[Image:BFHLG36C01.jpg|thumb|none|600px|Stock G36C in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36E/KV Hybrid==&lt;br /&gt;
During the June 2014 beta, the [[Heckler &amp;amp; Koch G36|H&amp;amp;K G36E/KV Hybrid]] was the default Enforcer weapon, fitted with a 100-round drum C-Mag. The game refers it as the &amp;quot;MG36&amp;quot; LMG variant, but it is obviously NOT an MG36 since H&amp;amp;K only produced few MG36s with export sight; the weapon in-game is depicted as having the G36KV carrying handle/railmount. When equipped with iron sights, it uses backup iron sights as opposed to the sights mounted on the G36KV carrying handle as they are absent. The gun also shows the bolt being still even when the gun is fired.  As of the February 2015 beta, this weapon is no longer available to the Enforcer, as it, along with other LMGs, are now Battle Pickups. It always spawns with a CompM4S Sight, Muzzle Brake and Laser Sight and can be equipped from the trunk of a player's car with the LMG Armory vehicle upgrade. &lt;br /&gt;
[[Image:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with rail top carry handle - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:HKG36E-KV(MG36).jpg‎|thumb|none|450px|'''Airsoft''' A Hybrid of the G36E/KV which is often confused as the &amp;quot;MG36&amp;quot; Configuration -(fake) 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36K01.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLG36K02.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLG36K04.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; with an EOtech holographic sight.]]&lt;br /&gt;
[[Image:BFHLG36K03.jpg|thumb|none|600px|Stock &amp;quot;MG36&amp;quot;  in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] with 10.4 inch barrel is available to the Criminal Operator class as the &amp;quot;M416&amp;quot;. With the heavy barrel attachment, it becomes a mid length 14.5 inch barrel. In betas, it was exclusive to the Law Enforcement team, though after the Februrary beta was changed to the Criminal team for balancing. It is tied with the RO933 for the highest rate of fire in its weapon class&lt;br /&gt;
[[File:HK416 current.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 D10RS with 10.4 inch barrel - 5.56x45mm NATO.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK51==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK51]] is available for the Criminal Enforcer class. It has a slow rate of fire and its collapsible stock is extended by default&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|Heckler &amp;amp; Koch HK51 - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM]] is available to the Operator class as the &amp;quot;ARM&amp;quot;. It holds an extremely high capacity of 50 rounds and can be unlocked by completing the Operator Syndicate assignment.&lt;br /&gt;
[[File:Galil.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFH Galil ARM 01.jpg|thumb|none|600px|Default ARM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE N 21==&lt;br /&gt;
The [[Galil ACE|Galil ACE N 21]] is available to the Operator class as the &amp;quot;CAR-556&amp;quot;. It's currently only available for pre-ordering the game or buying the Deluxe Edition Upgrade. It posses the second largest magazine capacity of the Operator Weapons (with the ARM being first) holding 40 rounds.&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] appears in the Robbery DLC, incorrectly called &amp;quot;M1&amp;quot; only. It fitted with 30 rounds magazines and a folded stock by default. With the stock attachment, the stock becomes unfolded. Like the M1A1 Thompson, the M1A1 Carbine is one of the few primary weapon that can be used by all classes. Also similarly to the M1A1 Thompson, it has very limited attachments available, as it can only use stock, stubby grip and flash hider attachments. &lt;br /&gt;
[[Image:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The Ohio Ordnance HCAR is available for the Law Enforcement Enforcer class. Much like its counterpart on the Criminal team, the HK-51, it has a slow rate of fire but high power. Holds 30+1 rounds. It is anachronistic to the first part of the single-player story set in 2012, as the HCAR was announced in 2013.&lt;br /&gt;
[[File:HCAR.jpg|thumb|none|450px|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==PTR 91==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3#PTR 91|PTR 91]] is available as a marksman rifle to the Criminal Professional class.&lt;br /&gt;
[[File:PTR91NEW.jpg‎|thumb|none|450px|PTR 91 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLPTR02.jpg|thumb|none|600px|PTR-91 being held.]]&lt;br /&gt;
[[Image:BFHLPTR03.jpg|thumb|none|600px|PTR-91 iron sight.]]&lt;br /&gt;
[[Image:BFHLPTR01.jpg|thumb|none|600px|Stock PTR-91 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK light machine gun]] appears as the &amp;quot;RPK&amp;quot; in the Robbery DLC. Like the Galil ARM, RPK holds an extremely high capacity of 50 rounds drum magazines (Actual RPK's drum magazines hold 75 rounds) and now categorized as Assault Rifle. Like the AKM, RPK fitted original wood handguard by default. when equipping anything in the Accessory slot, it became the RIS handguard.&lt;br /&gt;
[[Image:Rpk 01 drum.jpg|thumb|none|450px|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG StG 57 / SG 510-4 Hybrid==&lt;br /&gt;
[[SIG SG 510]] is available in Criminal Activity DLC for the Law Enforcement Enforcer class. Its modelled after both StG 57 and SG 510-4, as it has the overall black furniture and stock of StG 57, but ironsights and charging handle are from SG 510-4, and it is chambered in 7.62x51mm NATO. The default magazine holds 24 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:SIGSG510-4.jpg|thumb|450px|none|SIG SG 510-4 Battle Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SIG-StG-57.jpg|thumb|450px|none|SIG StG 57 Battle Rifle - 7.5mm Swiss]]&lt;br /&gt;
[[Image:BFH SG510.jpg |thumb|600px|none|Default SG 510 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] is available to the Law Enforcement Operator class as the &amp;quot;SG553&amp;quot;. It is equipped by default with an SRS Red Dot. &lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|none|450px|SIG SG 553 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==SAIGA 308==&lt;br /&gt;
The [[SAIGA 308]] as the &amp;quot;SAIGA .308&amp;quot; can be purchased for the Criminal Professional class. As of the beta, no iron sight is available to this gun. Due to either modeling or point of perspective, when viewed from the first person, the scope seems ridiculously large. In the full game, correct iron sights have been added, replicating the AKM ironsights.&lt;br /&gt;
[[Image:Saiga 308.jpg|thumb|none|450px|SAIGA 308 - 7.62х51mm NATO]]&lt;br /&gt;
[[Image:BFHLSAIGA30802.jpg|thumb|none|600px|&amp;quot;SAIGA .308&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAIGA30801.jpg|thumb|none|600px|Stock &amp;quot;SAIGA .308&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[M14 Rifle#Springfield Armory M1A SOCOM 16|Springfield Armory M1A SOCOM 16]] ,  known simply as &amp;quot;SOCOM 16&amp;quot;, is a marksman rifle for the Law Enforcement Professional class.  With the heavy barrel attachment, it becomes a full length M1A.&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|450px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As noted in the intro, man-portable machine guns are Battle Pickups in this entry of the series, and are no longer part of any class' kit.&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] comes back from the previous [[Battlefield]] series. It spawns on some maps as a Battle Pickup equipped with a Holographic sight and a stubby grip. &lt;br /&gt;
[[Image:M240-1.jpg‎|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHM240B.jpg|thumb|none|600px|The M240B in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para==&lt;br /&gt;
An [[M249]] was featured in the Beta on the Counter/Heavy Attack Truck, being used by the secondary gunner and was available for the Enforcer class during early beta's. Now in the full game it is a Battle Pickup instead, and appears as the backdoor weapon for the SUV as well.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg‎|thumb|none|450px|FN M249 Para - 5.56x45mm]]&lt;br /&gt;
[[Image:BFHLSAW01.jpg‎|thumb|none|600px|M249 SAW mounted on top of the Mk19 grenade launcher and M2HB machine gun, that is mounted on top of a Counter/Heavy Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
[[PKP Pecheneg]] is mounted on Criminals' Hardened Attack Truck. It is the default gun used by the driver.&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg machine gun with ammo box - 7.62x54mm R.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==AAC Integrally Suppressed Remington 700==&lt;br /&gt;
The AAC Integrally Suppressed [[Remington 700]] appears as the &amp;quot;.300 Knockout&amp;quot;. It can be unlocked for both teams by completing the Professional Syndicate assignment. It also comes with a straight-pull bult by default&lt;br /&gt;
[[Image:Img 5166-tfb.jpg|thumb|none|450px|AAC Integrally Suppressed Remington 700 - .300 BLK]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M82 rifle series#Barrett M107|Barrett M107]] appears as the &amp;quot;M82 .416&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|450px|Barrett M107 - .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]]. This time around, it is correctly designated &amp;quot;AWM&amp;quot;, and correctly chambered in .338 Magnum. It can be purchased for the Criminal Professional.&lt;br /&gt;
[[Image:AI L115A3.jpg|thumb|none|450px|Accuracy International AWM-F - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BFHAWMF.jpg|thumb|none|600px|The hidden incomplete &amp;quot;AWM&amp;quot; on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s AWM-F.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 Enhanced Combat Carbine==&lt;br /&gt;
The [[Knight's Armament SR-25|SR-25 Enhanced Combat Carbine]] appear as &amp;quot;SR-25 ECC&amp;quot;. It can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm]]&lt;br /&gt;
[[Image:BFHSR25.jpg|thumb|none|600px|The hidden incomplete &amp;quot;SR-25 ECC&amp;quot; in the loadout menu on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s Mk 11 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700LTR==&lt;br /&gt;
The [[Remington 700| Remington 700 LTR]], as &amp;quot;R700LTR&amp;quot;, was the default weapon of the Professional class in the June 2014 beta. It is equipped with a fluted barrel. Currently it can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Rem700.jpg|thumb|none|450px|Remington Model 700P LTR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLR70001.jpg|thumb|none|600px|&amp;quot;R700 LTR&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR70002.jpg|thumb|none|600px|Stock &amp;quot;R700 LTR&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Elite==&lt;br /&gt;
The [[Steyr Elite]] appear as &amp;quot;Scout Elite&amp;quot;, is the default weapon of the Professional class starting with the February 2015 beta. By default it is equipped with a straight-pull bolt accessory, removing the need to unscope between aimed shots. Unlike the heavier bolt-action rifles, it comes with only a 6x scope by default, rather than 8x&lt;br /&gt;
[[Image:ELITE.jpeg|thumb|none|450px|Steyr Elite - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Both the Stinger and the RPG-7 were available gadgets for the Mechanic class during the June 2014 beta, but these have since been relegated to Battle Pickups.&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
[[FIM-92A Stinger]] is available as a pick-up weapon only. Just how the police and a criminal syndicate can get a hold of this advanced military grade weapon is beyond anyone's guess, but it functions just like the previous games. The Anti-Air Armory upgrade for certain vehicles allows it to be claimed from their trunk.&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:BFHLStinger01.jpg|thumb|none|600px|Player holding the Stinger.]]&lt;br /&gt;
[[Image:BFHLStinger02.jpg|thumb|none|600px|Player aiming down the sights of the Stinger.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is available to the Law Enforcement Mechanic class. The descrition of the weapon reads &amp;quot;''It's not exactly clear how Law Enforcement got a hold of this baby. A breach-loading launcher, it fires a 40mm high explosive grenade that is effective against light vehicles and agents.''&amp;quot; As in the previous two games, 40mm grenades are more useful for finishing weakened enemies off or taking down vehicles than for direct kills&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|275px|H&amp;amp;K M320 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The M79 is available for the Criminal Mechanic Class. It's description states that the weapon was (obviously) not obtained through legal channels. It functions identically to the M320&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
The [[M79 grenade launcher]] is the criminals' counterpart to the M320.&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The SMAW spawns as a Battle Pickup throughout some maps. It is a single shot weapon, being discarded upon use (similar to [[Battlefield 4]]'s AT4) and is much more powerful than the RPG-7. &lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] can no longer be equipped by the Mechanic class, but can be picked up from various locations. The Anti-Armor Armory upgrade for certain vehicles allows it to be claimed from the vehicle's trunk.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BFHLRPG701.jpg|thumb|none|600px|Player holding the RPG-7V2.]]&lt;br /&gt;
[[Image:BFHLRPG702.jpg|thumb|none|600px|Sights of the RPG-7V2.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==AN/M14 incendiary grenade==&lt;br /&gt;
Available to purchase for any class. Incendiaries (and molotovs) thrown by teammates will have blue fire. Two are carried at once&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 incendiary grenade]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
Available for purchase for any class. As in Battlefield 4, smoke clouds can prevent spotting&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|120px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 fragmentation hand grenade==&lt;br /&gt;
Every class in the game can equip one [[M67 hand grenade|M67 fragmentation hand grenade]]. It is the default grenade&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|150px|M67 fragmentation hand grenade]]&lt;br /&gt;
[[Image:BFHLM6701.jpg|thumb|none|600px|Player holding the M67.]]&lt;br /&gt;
[[Image:BFHLM6702.jpg|thumb|none|600px|M67 on the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
Available for purchase for any class. Players using the Flashbang can carry 2 at a time&lt;br /&gt;
[[Image:M84stun.jpg|thumb|none|100px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears on many vehicles. It is the main weapon for the Counter Attack Trucks. It is also the default door gunner weapon for the transport helicopters, and can be purchased for the SUVs to replace the default M134.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BFHLM201.jpg|thumb|none|600px|Heavy/Counter Attack Truck with the M2HB mounted on top]]&lt;br /&gt;
&lt;br /&gt;
==FN M3M==&lt;br /&gt;
The [[Browning M3#FN GAU-21|FN M3M]] is purchasable for the SUV turret, and the helicopter door gunners, referred to as &amp;quot;M3M&amp;quot;. It differs from the M2HB by having a higher rate of fire.&lt;br /&gt;
[[image:FN GAU-21.jpg|thumb|none|400px|FN M3M (designated GAU-21 in the US military) - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is also mounted on the Counter Attack Truck as a secondary weapon to the [[Browning M2HB]], it can be customized to fire 25mm flechette ammunition.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BFHLMK1901.jpg|thumb|none|600px|Mk 19 grenade launcher on a police Counter Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
[[M134 Minigun]]s are mounted on the Transport Helicopters, Armoured SUV and Attack Helicopter's nose mount.&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHLM13401.jpg|thumb|none|600px|M134 mounted on top of a Armoured Van.]]&lt;br /&gt;
[[Image:BFHLM13403.jpg|thumb|none|600px|Armoured Van with M134 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLM13402.jpg|thumb|none|600px|M134 mounted on top of a Transport Helicopter.]]&lt;br /&gt;
[[Image:BFHLM13404.jpg|thumb|none|600px|Transport Helicopter with M134 in the loadout menu]]&lt;br /&gt;
[[Image:BFHLM13405.jpg|thumb|none|600px|M134 mounted on the nose of the Attack Helicopter.]]&lt;br /&gt;
&lt;br /&gt;
=Misc.=&lt;br /&gt;
&lt;br /&gt;
==Taser X26E==&lt;br /&gt;
The [[Taser#X26|Taser X26E]] appears as an all-kit gadget, in the sidearm slot. It is called &amp;quot;T62 CEW&amp;quot; (for '''C'''onducted '''E'''nergy '''W'''eapon, the official classification for Taser-like weapons) in the game. The ingame version can mount a reflex sight, something not possible with the real-life weapon, and indeed the ingame model shows no rails or other attachment points where one could be mounted. The reticle consists of a large white circle, and two green dots appear in the center if an enemy is within range. Enemies hit with the Taser will visibly spark for several seconds and collapse, and Taser takedowns will award a &amp;quot;Non-Lethal Takedown&amp;quot; score bonus, in addition to allowing players to interrogate the stunned enemy&lt;br /&gt;
[[Image:X26-tazer.jpg|thumb|none|401px|X26E Taser with safety cap on]]&lt;br /&gt;
[[Image:BFHLTaser01.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; being reloaded.]]&lt;br /&gt;
[[Image:BFHLTaser02.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: War]]&lt;br /&gt;
[[Category: Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=962737</id>
		<title>Battlefield Hardline</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=962737"/>
		<updated>2015-09-22T06:48:22Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* FAMAS Surbaissé */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield Hardline&lt;br /&gt;
|picture=BF Hardline.jpg&lt;br /&gt;
|caption=''Promotional artwork''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=March 17, 2015&lt;br /&gt;
|developer=Visceral&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox 360&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Battlefield Hardline'' is the latest game coming out for the ''[[Battlefield]]'' series, focusing on criminals and police warfare instead of pitting armies against each other.&lt;br /&gt;
&lt;br /&gt;
As in previous games, player take on as one of four classes:&lt;br /&gt;
&lt;br /&gt;
*Operator is akin to the Assault/Medic class, wielding assault rifles and carbines, able to revive and heal other players, and for the first time in the series, revive him/herself under certain conditions.&lt;br /&gt;
*Enforcer is a powerhouse class, wielding high-caliber battle rifles, heavy carbines, and shotguns, as well as dropping ammo for allies. A riot shield and C4 explosive is also unlocked by this class.&lt;br /&gt;
*Mechanic class is the stand in for the Engineer, using sub-machine guns and revolvers. Due to a lesser emphasis on vehicles, the Mechanic now gets more unique equipment like torso armor or the deployable spawn point, though still retains a 40mm grenade launcher and repair tool&lt;br /&gt;
*Professional class is the Recon/Sniper of this game, unlocking both bolt action and high caliber semi-automatic weapons. Gadgets available to this class include the trip mine and a surveillance camera.&lt;br /&gt;
&lt;br /&gt;
All of the classes are capable of equipping a zip-line crossbow, grappling hook launcher, gas mask, or a driving upgrade in place of either or both of their unique gadgets&lt;br /&gt;
&lt;br /&gt;
Rocket launchers and light machine guns are not available to any class, but can be found in locations on the map, or stored in the trunk of a car if the proper upgrade has been purchased for it&lt;br /&gt;
&lt;br /&gt;
As in many prior Battlefield games, most weapons are exclusive to one side when purchased, such as the Saiga .308 being only usable by the criminals, or the SCAR-H only being usable by the police. However, obtaining 1250 kills with a specific weapon allows players to purchase a Weapon License, letting them use it regardless of their team&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER*: As of June 12 2014, the screenshots posted here are from the game's beta trial, thus representing the unfinished product. It is quite possible that these weapons are unfinished, expect some of these screenshots to be replaced when the the actual game releases. &lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Unlike previous games in the series, pistols are now class-specific, sorted in different categories. The Operator kit uses the lower-caliber semi-automatics, such as the 92FS and Glock 17. The Mechanic uses revolvers, including the Judge. The Enforcer kit uses heavier pistols such as the M1911 and Desert Eagle, and the Professional uses machine pistols such as the Glock 18 and MAC-10&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] makes an appearance as the &amp;quot;92FS&amp;quot;, and is the starting weapon of the Operator for both factions, and by default comes with improved ironsights. In single-player it is also a default weapon for Nick Mendoza.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:BFHL92FSLoadout.jpg|thumb|none|600px|Stock &amp;quot;92FS&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHL92FS03.jpg|thumb|none|600px|&amp;quot;92FS&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHL92FS02.jpg|thumb|none|600px|Player holding the &amp;quot;92FS&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;93R&amp;quot;==&lt;br /&gt;
The [[Beretta 93R|Beretta 92FS &amp;quot;93R&amp;quot;]] was originally one of the &amp;quot;hidden guns&amp;quot;, it's the same &amp;quot;93R&amp;quot; from [[Battlefield 3]] which, of course, it's a normal [[Beretta 92FS|92FS]] with a resemblance of the 93R. Unlike Battlefield 4's model, it has the extended magazine and ported barrel as it had in Battlefield 3. It is the only burst-fire machine pistol and is exclusive to Law Enforcement Professional Class.&lt;br /&gt;
[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:BFH93R.jpg|thumb|none|600px|Beretta 92FS as the &amp;quot;M93R&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 SP-01 SHADOW==&lt;br /&gt;
The [[CZ 75#CZ 75 SP-01 SHADOW|CZ-75 SP-01 SHADOW]] appears simply as the 'CZ-75' and can be purchased for the Criminal Operator. It has a larger magazine than the 92FS and P226, and is quite accurate. Unlike Battlefield 4's version, it appears to be a 9x19mm model rather than .40 S&amp;amp;W.&lt;br /&gt;
[[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|350px|CZ 75 SP-01 SHADOW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The Desert Eagle Mark XIX appears once again from Battlefield 4 although this time it is called the &amp;quot;Bald Eagle&amp;quot;. Unlike in Battlefield 4, this Desert Eagle has a chrome finish as opposed to black and is now chambered in .50 Action Express instead of .44 Magnum. It can be unlocked for both teams' Enforcer class by completing the Enforcer Assignment 2. A gold-plated version is also used by the VIP in the Crosshair game mode.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:BFHardlineBaldEagle4.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; in the outfitting menu]]&lt;br /&gt;
[[File:BFHardlineBaldEagle1.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; Ingame]]&lt;br /&gt;
[[File:BFHardlineBaldEagle2.jpg|thumb|500px|none|&amp;quot;Uh oh, where did it go?!?&amp;quot;]]&lt;br /&gt;
[[File:BFHardlineBaldEagle3.jpg|thumb|500px|none|&amp;quot;Ta-da!&amp;quot; One of the new unique reloads has the player perform some slight of hand magic to reload the &amp;quot;Bald Eagle&amp;quot;. Chances of encountering this rare reload are 1 in 10,000]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
Originally cut from release, the [[FN Five-seveN]] appears as the &amp;quot;FN57&amp;quot; in an update released alongside the Robbery DLC. The Five-seveN is the only all-class sidearm and holds 20+1 rounds.&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|none|350px|FN Five-seveN - FN 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] makes a return from ''[[Battlefield 3]]'' as the &amp;quot;G17&amp;quot;, unlocked for both teams by completing the Operator Assignment 2. It has the highest magazine capacity in its class, just ahead of the CZ-75, and has a much higher firecap than the other semi-automatic handguns&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|Glock 17 3rd Generation - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears as the default sidearm for the Professional class, being incorrectly named the 'G18C'. Its model is ported from Battlefield 4's Glock 18, which had the same slide serrations as a semi-automatic model rather than the unique ones for the 18's fire selector. It comes with a Laser Sight by default. Incidentally, it shares its Battlelog render with the Glock 17&lt;br /&gt;
[[Image: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;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK45C==&lt;br /&gt;
[[Heckler &amp;amp; Koch HK45|Heckler &amp;amp; Koch HK45C]] with threaded barrel is the default sidearm of the Enforcer kit on both teams, called &amp;quot;45T&amp;quot; in the game. By default it comes with a Mini Reflex sight.&lt;br /&gt;
[[Image:HK45C.jpg|thumb|none|350px|Heckler &amp;amp; Koch HK45C - .45 ACP]]&lt;br /&gt;
[[Image:HK45C with Threaded Barrel.jpg|thumb|none|350px|Actual Heckler &amp;amp; Koch HK45C'''T''' for comparison - .45 ACP. Note the different sights.]]&lt;br /&gt;
[[Image:BFHLHK4503.jpg|thumb|none|600px|Stock &amp;quot;HK45C&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLHK4502.jpg|thumb|none|600px|&amp;quot;HK45C&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLHK4501.jpg|thumb|none|600px|Player holding the &amp;quot;HK45C&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] appears as the 'P226' and is available for purchase by Law Enforcement Operators. It has a lower magazine size than any of the Operator's other sidearms.&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P40 Pro==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P40]] Pro appears as the '.40 Pro', and is a pistol for the Enforcer class. It can be differentiated from the standard M&amp;amp;P40 by the 5 inch barrel. Oddly for a pistol originally created for Military and Law Enforcement, it is only available for the Criminal team. It has slightly lower power than the other Enforcer handguns, but has a much higher capacity, acting sort of like the Operator's sidearms&lt;br /&gt;
[[File:S&amp;amp;W-M&amp;amp;P-40.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P40 - .40 S&amp;amp;W ACP]]&lt;br /&gt;
[[File:BFHardline40Pro.jpg|thumb|none|500px|'.40 Pro' in the selection menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 R8==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 R8]] makes its video game debut in this entry of the [[Battlefield]] series, where it can be purchased for the Law Enforcement Mechanic class. It has a higher capacity than any of the other revolvers, with 8 rounds per cylinder. It appears under the name &amp;quot;.357 RS&amp;quot;&lt;br /&gt;
[[Image:S&amp;amp;WModel327.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson 327 R8 - .357 Magnum]]&lt;br /&gt;
[[Image:BFHSW357.jpg|thumb|none|600px|S&amp;amp;W Model 327 R8 as the &amp;quot;RS357&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 642==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 642]] revolver is the default sidearm for the Mechanic on both teams; called the &amp;quot;.38 Snub&amp;quot;. It initially had an incorrect 6-round capacity during the June 2014 beta.  This has since been rectified to 5 rounds as of the February 2015 beta. It has a laser sight equipped by default, which is the only attachment it can use.&lt;br /&gt;
[[Image:S&amp;amp;W642Airweight.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 642 Airweight Snub nose revolver chambered in .38 Special]]&lt;br /&gt;
[[Image:BFHLSNUB03.jpg|thumb|none|600px|Model 642 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLSNUB02.jpg|thumb|none|600px|Model 642's iron sights.]]&lt;br /&gt;
[[Image:BFHLSNUB01.jpg|thumb|none|600px|Player holding the Model 642]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge &amp;quot;Public Defender&amp;quot;==&lt;br /&gt;
The &amp;quot;Public Defender&amp;quot; snub nose version of the [[Taurus Judge]] appears as the &amp;quot;.410 Jury&amp;quot;. It is unlocked for both teams by completing Mechanic Assignment 2&lt;br /&gt;
[[File:Taurus Judge Public Defender.jpg|thumb|none|350px|Taurus Judge &amp;quot;Public Defender&amp;quot; - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]] returns from both prior Battlefield games, again named the '.44 Magnum.' It can be purchased for the Criminal Mechanic&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|350px|Taurus Model 44 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Tactical Custom 1911==&lt;br /&gt;
The [[Colt M1911|Vickers Tactical 1911]] comes back from [[Battlefield 4]], somewhat incorrectly called &amp;quot;M1911A1&amp;quot;. It can be purchased for the Law Enforcement Enforcer class. Although it is the same model reused from ''[[Battlefield 4]]'', tritium inserts have been added and the slight misalignment of the sights has been fixed.&lt;br /&gt;
[[Image:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|350px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]]&lt;br /&gt;
[[Image:BFH1911.jpg|thumb|none|600px|Vickers tactical as &amp;quot;M1911&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45]] appears simply as the 'M/45' and can be purchased for the Law Enforcement Mechanic. It is correctly depicted as being open-bolt and lacking a fire selector, unable to chamber an extra round and limited to automatic fire. In prior betas it was a Criminal-exclusive weapon, though for balance reasons was shifted to the Law Enforcement team. It holds 36 rounds with no extra in the chamber and unlike other open-bolt weapons in the game, the bolt is pulled back at the start of an empty reload rather than the end&lt;br /&gt;
[[Image:Kp m45b.jpg|thumb|none|400px|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 series#CZ Scorpion Evo 3 A1|CZ Scorpion Evo 3 A1]] appears as the &amp;quot;Scorpion&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|400px|none|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available for purchase for the Criminal Mechanic class as the &amp;quot;P90&amp;quot;. Earlier beta versions had 40 round capacity, later corrected to 50. The game also shows the magazine to be incorrectly removed without pressing the magazine release button. By default it starts with a heavy barrel attachment which makes it appear as the civilian variant, the FN PS90.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[Image:BFHLP9002.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLP9003.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLP9001.jpg|thumb|none|600px|Stock &amp;quot;P90&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5KA4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5KA4]] is an available sub-machine gun for the Mechanic class of both teams. This is the starting weapon for the Mechanic in the February 2015 beta, and is equipped with a red dot sight, suppressor and extended magazine, which for some reason holds only 25 rounds. The weapon always has the buttcap of the MP5K-PDW, and the folding stock is optional. Attaching a muzzle device will turn it into an actual MP5K-PDW.&lt;br /&gt;
[[Image:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5KA4 (3 round burst added) with 15-round magazine - 9x19mm]]&lt;br /&gt;
[[image:MP5K-PDW.jpg|thumb|none|400px|MP5K-PDW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|MP7A1]] appears as the &amp;quot;MP7&amp;quot; in the Robbery DLC. It comes with default 40-round magazines, and is another weapon that can be used by all classes of both Law Enforcement and Criminals.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]], as the &amp;quot;UMP-45&amp;quot;, was the starting weapon for the Mechanic class in June 2014 beta. The front sight assembly is removed when equipped with optics like in [[Battlefield 4]]. In real life, this would not be possible without permanently altering the weapon. During the Feburary 2015 beta, it instead became available to purchase for the Law Enforcement Mechanic. After the beta, the UMP-45 was swapped to the Criminal team for balancing reasons, with Law Enforcement getting the M/45 in exchange&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:BFHLUMP4501.jpg|thumb|none|600px|UMP-45 being held.]]&lt;br /&gt;
[[Image:BFHLUMP4502.jpg|thumb|none|600px|UMP-45 iron sight.]]&lt;br /&gt;
[[Image:BFHLUMP4503.jpg|thumb|none|600px|Stock UMP-45 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] can be purchased for the Criminal Mechanic class. In the June Beta, it incorrectly chambered a round for 30+1 rounds, but later it was corrected to 32+0. It has a unique bolt handle that extends to the left&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[Image:BFHLUZI02.jpg|thumb|none|600px|Uzi being held.]]&lt;br /&gt;
[[Image:BFHLUZI03.jpg|thumb|none|600px|Uzi iron sight.]]&lt;br /&gt;
[[Image:BFHLUZI01.jpg|thumb|none|600px|Stock Uzi in the loadout menu]]&lt;br /&gt;
[[Image:BFHLUZI.jpg|thumb|none|600px|&amp;quot;I don't know how to Uzi.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] equipped with rails is an available machine pistol sidearm for the Professional class. The MAC-10 in game has an aftermarket upper receiver, which adds a full-length top rail and relocates the bolt handle to the side. It can be unlocked by completing Professional Assignment 2, and can be used by both teams. By default it starts with a Suppressor and a Stock option and a small magazine size of only 15 rounds, and at first was incorrectly depicted as being able to have an additional round in the chamber, despite the real MAC-10 being open-bolt. In the final release of the game, the MAC-10 is indeed shown as an open-bolt weapon&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|none|300px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:BFHMAC10.jpg|thumb|none|600px|MAC-10 in the loadout menu. The charging handle has been moved to the side, to allow for a top rail.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
A full-auto converted [[Intratec TEC-9]] is available for purchase for the Criminal Professional class. It chambers +1 round, which is correct as the TEC-9 is a closed-bolt gun. (Only the original KG-9 is open-bolt) The magazine is shown to be incorrectly holding 20 rounds in a 32 rounds magazine, but this is corrected to 32 with use of the &amp;quot;Extended Magazines&amp;quot; option.&lt;br /&gt;
[[Image:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFHLTEC901.jpg|thumb|none|600px|TEC-9 being held.]]&lt;br /&gt;
[[Image:BFHLTEC902.jpg|thumb|none|600px|TEC-9 iron sight.]]&lt;br /&gt;
[[Image:BFHLTEC903.jpg|thumb|none|600px|Stock TEC-9 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==KRISS K10==&lt;br /&gt;
The [[TDI Vector|KRISS K10]] appears as the 'K10' and can be purchased for the Law Enforcement Mechanic, with an astounding RPM of 1200. To balance out its firing rate, its accuracy is quite low. It also has a slightly below-average magazine size of 25+1&lt;br /&gt;
[[Image:K102.jpg|thumb|none|400px|KRISS K10 with barrel RIS - .45 ACP / 9x19mm Para / .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
An [[M1A1 Thompson]] is introduced in patch 1.04 that was released alongside the Battlefield Hardline: Criminal Activity expansion, although the expansion is not required to own the weapon, which appears simply as ''M1A1''. It was the first of a few primary weapons that can be used by all classes. It is equipped with a 30-round magazine by default, and the extended magazine incorrectly gives it the 50-round drum, despite the real M1/M1A1 Thompson not accepting the 50 round drum magazines used on the M1921/M1928A1. It can also equip a stubby grip, but no barrel attachments or different sights. Unlike other weapons, it cannot use camouflages, instead only able to use the Bronze, Silver, or Gold finishes. Curiously, no bolt operation seems to be seen when the weapon is reloaded while empty&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:BFH M1A1.jpg|thumb|none|600px|Unmodified M1A1 Thompson in the loadout menu.]]&lt;br /&gt;
[[Image:BFH M1A1 fgrip ext mag.jpg|thumb|none|600px|M1A1 with 50-round drum magazine and foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] can be unlocked for both teams' Mechanic class by completing the Mechanic Syndicate assignment. By default, it is equipped with a red dot and laser sight.&lt;br /&gt;
[[Image:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFH FMG9 01.jpg|thumb|none|600px|Unmodified FMG-9 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
[[SIG-Sauer MPX]] returns from Battlefield 4 as a purchasable weapon for the Law Enforcement Mechanic, and is chambered in .40 S&amp;amp;W. It has 30 rounds in the magazine. Unlike Battlefield 4, its stock is now collapsed by default but can be extended with the Stock accessory, reducing recoil. It is anachronistic to the first part of the single-player story set in 2012, since the MPX was developed in 2013.&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
[[SPAS-12]] returns from previous Battlefield games for the Criminal Enforcer class, but this time around is set to semi-automatic rather than pump-action. Has 8 + 1 capacity. Despite its semi-automatic firing, waiting after a shot will still cause a pumping animation, and the ejection port seems frozen shut during an empty reload&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37 &amp;quot;Stakeout&amp;quot;==&lt;br /&gt;
The [[Ithaca 37]] in &amp;quot;Stakeout&amp;quot; configuration is an available shotgun for the Police Enforcer class, known as &amp;quot;37 Stakeout&amp;quot; in game. It has the length and wooden forearm of the standard &amp;quot;Stakeout&amp;quot;, but has the heat shield and unique foregrip of the ''[[Miami Vice]]'' movie gun seen below. The foregrip is somehow installed over the forearm. Strangely, a  identical configuration was seen in ''[[Grand Theft Auto: Vice City]]''. It can be bought for the Law Enforcement Enforcer, and can be unlocked early on in the single-player story. It holds 5+1 shells and has a tighter spread than the 870&lt;br /&gt;
[[Image:Custom37.jpg|thumb|none|400px|Customized Ithaca 37 &amp;quot;Stakeout&amp;quot; with Pachymar pistol grip, vertical foregrip, and heat shield - 12 gauge. This movie gun was seen in ''[[Miami Vice]]'' and various films.]]&lt;br /&gt;
[[Image:Stakeout-1-.jpg|thumb|none|400px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
[[Kel-Tec KSG]] is available in Criminal Activity DLC, appearing as KSG12, and holding 14 shells. It exclusive to the Enforcer class on the Law Enforcement team and can be bought fairly cheap, requiring no assignment to complete unlike previous Battlefield games' DLC weapons. Like in other video games featuring the KSG, the two magazine tubes are incorrectly treated as one continuous tube, as the the magazine selector is never operated.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|400px|Kel-Tec KSG with Magpul RVG foregrip - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Marine Magnum==&lt;br /&gt;
The [[Remington 870 Marine Magnum]] is the default weapon for the Enforcer class as the &amp;quot;870P Magnum&amp;quot;, taking the MG36's place during the June 2014 beta as this class' default weapon, as the MG36, along with all other LMGs, are now Battle Pickups as of the February 2015 beta. It has a rail attached to the top of the receiver. By default it is equipped with a Tactical Light, which differs from a regular flashlight in that it only activates when aiming&lt;br /&gt;
[[Image:Remington870MarineMagnum.jpg|thumb|none|400px|Remington 870 Marine Magnum - 12 Gauge]]&lt;br /&gt;
[[Image:BFHLR87001.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR87002.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLR87003.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; with a flashlight attched in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Izhmash Saiga series shotgun#Saiga 12|Saiga-12K]] appears as the &amp;quot;Saiga 12&amp;quot; in the Robbery DLC. &lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Side by Side Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed-Off Side by Side Shotgun]] is unlocked by the Enforcer class as the &amp;quot;Double-Barrel Shotgun&amp;quot;. It is unlocked by completing the Enforcer Syndicate assignment. When reloading, even if only one shot is fired, both shells are replaced.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Sawed-Off Remington SBS - 12 gauge]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF01.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF02.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF03.jpg|thumb|none|600px|Stock &amp;quot;Sawed Off Shotgun&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==12 Gauge Side-by-Side Shotgun==&lt;br /&gt;
Buying the &amp;quot;Long Barrel&amp;quot; and &amp;quot;Stock&amp;quot; attachments for the sawed-off shotgun will turn it into a full-length [[12 Gauge Double Barreled Shotgun|12 gauge Side-by-Side Shotgun]].&lt;br /&gt;
[[Image:BaikalSBSShotgun.jpg|thumb|none|400px|Baikal SBS shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is available to the Criminal Operator class. Earlier betas had a railed handguard, but it was later changed to the original wood furniture (equipping anything in the Accessory slot will return the RIS handguard). It has higher damage and better range than the other Operator weapons, but is hard to control and fires slower than the rest.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:BFHLAKM02.jpg|thumb|none|600px|AKM being held.]]&lt;br /&gt;
[[Image:BFHLAKM03.jpg|thumb|none|600px|AKM iron sight.]]&lt;br /&gt;
[[Image:BFHLAKM01.jpg|thumb|none|600px|Stock AKM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is an available carbine for the Criminal team's Operator class. It uses an aftermarket railed handguard and is equipped with a laser sight by default.&lt;br /&gt;
[[Image:AKS74U-RIS.jpg|thumb|none|400px|AKS-74U with railed handguard - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
The [[Bushmaster ACR]] is available to the Operator class as the &amp;quot;ACW-R&amp;quot;. It is featured in-game as a Carbine. It was only available for pre-ordering the game or purchasing the Deluxe Edition Upgrade. As of the Robbery DLC, it is free to all players&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, five-sided handguard, and Magpul MBUS sights &amp;amp; PMag magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[Colt M16A4]] is depicted as a fully automatic &amp;quot;M16A3&amp;quot;, similar to [[Battlefield 3]]. It can be purchased by the Law Enforcement Operator, though in early betas was the kit's default weapon.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope - 5.56x45mm. This is the USMC style setup.]]&lt;br /&gt;
[[Image:BFHLM16A30Hold.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; being held. Evident in this screenshot are the incorrectly raised receiver rails, resulting in a small gap between the rear of the carrying handle and the receiver. This is possibly due to needing to match the height of the new handguard rail model (discussed in a following screenshot caption).]]&lt;br /&gt;
[[Image:BFHLM16A302.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; iron sight. Like in BF3 and BF4, the ghost ring assembly is incorrectly modelled with the small aperture style ring but with the opening of a large aperture.]]&lt;br /&gt;
[[Image:BFHLM16A303.jpg|thumb|none|600px|Stock &amp;quot;M16A3&amp;quot; in the loadout menu. Note the long-awaited bayonet lug has been added with a sling swivel (though the swivel should be mounted on the rear lug of the front sight base) along with a new Daniel Defense M4 12.0 free float handguard (a Knight's Armament Company RAS M5 in previous titles).]]&lt;br /&gt;
[[Image:BFHLM16A301.jpg‎|thumb|none|600px|Promotional screenshot of the &amp;quot;M16A3&amp;quot;; this SWAT officer's misfortune at least gives us good lighting on his newly upgraded Magpul PMAGs. Note that the character seems to be using the CIRAS maritime body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] is featured as the &amp;quot;RO933&amp;quot; and is the starting carbine for the Operator class. By default it is equipped with a stubby grip, a flash hider, and an Aimpoint Micro T1 sight&lt;br /&gt;
[[Image:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHardlineRO933.jpg|thumb|none|500px|&amp;quot;RO933&amp;quot; Ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears as the &amp;quot;MDC&amp;quot; (Despite being modeled as Full sized MDR) in the Robbery DLC.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|450px|none|Desert Tech Micro Dynamic Rifle - 5.56x45mm NATO / 7.62x51mm / 7.62x39mm / .300 AAC / 6.8x43mm SPC. This is a pre-production model with 3D printed furnishings first shown in 2014: the current version has an ambidextrous charging handle rather than a reversible one, what appears to be a release catch on the handguard, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[file:Desert Tech MDR-C.jpg|thumb|450px|none|'''The Actual''' Desert Tech Micro Dynamic Rifle Compact - 5.56x45mm NATO / 7.62x51mm / 7.62x39mm / .300 AAC / 6.8x43mm SPC]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] can be purchased for the Criminal Enforcer and appears as &amp;quot;SA-58 OSW&amp;quot;. It holds 20+1 rounds and comes with a PK-A 3.5x scope by default&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BfhlbetaFal1.jpg|thumb|none|600px|The SA58 OSW being held.]]&lt;br /&gt;
[[Image:BfhlbetaFal2.jpg|thumb|none|600px|The SA58 OSW's iron sights.]]&lt;br /&gt;
[[Image:BfhlbetaFal3.jpg|thumb|none|600px|Chambering a new round. ]]&lt;br /&gt;
[[Image:BfhlbetaFal4.jpg|thumb|none|600px|The SA58 OSW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Operator class. It was only available for pre-ordering the game or buying the Deluxe Edition Upgrade, but as of the Robbery DLC is free to all players. Equipped with an ACOG scope by default, it has a fire rate of 675 RPM in-game. Player characters in-game reload the weapon rather slowly in comparison to other weapons with an empty reload taking 4.2 seconds. &lt;br /&gt;
[[File:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Surbaissé==&lt;br /&gt;
The [[FAMAS#FAMAS FELIN|FAMAS Surbaissé]] appears as the &amp;quot;Famas&amp;quot; in the Robbery DLC. It is a bit slower than prior Battlefield games at 900 RPM, and keeps its 25+1 capacity from prior games as well. It is available to both teams' Operator class&lt;br /&gt;
[[Image:Famas-felin.jpg|thumb|none|450px|FAMAS Surbaissé with infrared scope - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000==&lt;br /&gt;
The [[FN F2000]] appears as the &amp;quot;F2000&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:F2000.jpg|thumb|none|450px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
When equipped with optics, the F2000 becomes an [[FN F2000 Tactical]].&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|450px|FN F2000 Tactical with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
[[FN FAL]] is available in Criminal Activity DLC for the Criminal Enforcer class. With the stock attachment, it becomes a synthetic furniture model.  It is nearly identical to its more modern counterpart except for a faster rate of fire.&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|450px|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFH FN FAL 01.jpg|thumb|none|600px|Default FN FAL in the loadout menu.]]&lt;br /&gt;
[[Image:BFH FN FAL 02.jpg|thumb|none|600px|FN FAL with the &amp;quot;Stock&amp;quot; attachment, which gives the entire weapon synthetic furtniture.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The Third Generation [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]], listed in-game as the &amp;quot;SCAR-H&amp;quot;, is an unlockable heavy carbine for the Law Enforcement Enforcer. With the heavy barrel attachment, it becomes a mid length SCAR-H STD. The game also shows the incorrectly pressing the magazine release button while empty reload. &lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
[[Heckler &amp;amp; Koch G36C]] is available to purchase for the Law Enforcement Operator class. Like in Battlefield 4, during the beta it has an incorrect rate of fire of 650 rounds per minute instead of 750. but was corrected in the full game to it's proper 750 RPM. In betas, it was exclusive to the Criminal team, but was swapped after the February beta for balancing reasons&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36C02.jpg|thumb|none|600px|G36C being held.]]&lt;br /&gt;
[[Image:BFHLG36C03.jpg|thumb|none|600px|G36C iron sight.]]&lt;br /&gt;
[[Image:BFHLG36C01.jpg|thumb|none|600px|Stock G36C in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36E/KV Hybrid==&lt;br /&gt;
During the June 2014 beta, the [[Heckler &amp;amp; Koch G36|H&amp;amp;K G36E/KV Hybrid]] was the default Enforcer weapon, fitted with a 100-round drum C-Mag. The game refers it as the &amp;quot;MG36&amp;quot; LMG variant, but it is obviously NOT an MG36 since H&amp;amp;K only produced few MG36s with export sight; the weapon in-game is depicted as having the G36KV carrying handle/railmount. When equipped with iron sights, it uses backup iron sights as opposed to the sights mounted on the G36KV carrying handle as they are absent. The gun also shows the bolt being still even when the gun is fired.  As of the February 2015 beta, this weapon is no longer available to the Enforcer, as it, along with other LMGs, are now Battle Pickups. It always spawns with a CompM4S Sight, Muzzle Brake and Laser Sight and can be equipped from the trunk of a player's car with the LMG Armory vehicle upgrade. &lt;br /&gt;
[[Image:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with rail top carry handle - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:HKG36E-KV(MG36).jpg‎|thumb|none|450px|'''Airsoft''' A Hybrid of the G36E/KV which is often confused as the &amp;quot;MG36&amp;quot; Configuration -(fake) 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36K01.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLG36K02.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLG36K04.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; with an EOtech holographic sight.]]&lt;br /&gt;
[[Image:BFHLG36K03.jpg|thumb|none|600px|Stock &amp;quot;MG36&amp;quot;  in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] with 10.4 inch barrel is available to the Criminal Operator class as the &amp;quot;M416&amp;quot;. With the heavy barrel attachment, it becomes a mid length 14.5 inch barrel. In betas, it was exclusive to the Law Enforcement team, though after the Februrary beta was changed to the Criminal team for balancing. It is tied with the RO933 for the highest rate of fire in its weapon class&lt;br /&gt;
[[File:HK416 current.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 D10RS with 10.4 inch barrel - 5.56x45mm NATO.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK51==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK51]] is available for the Criminal Enforcer class. It has a slow rate of fire and its collapsible stock is extended by default&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|Heckler &amp;amp; Koch HK51 - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM]] is available to the Operator class as the &amp;quot;ARM&amp;quot;. It holds an extremely high capacity of 50 rounds and can be unlocked by completing the Operator Syndicate assignment.&lt;br /&gt;
[[File:Galil.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFH Galil ARM 01.jpg|thumb|none|600px|Default ARM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE N 21==&lt;br /&gt;
The [[Galil ACE|Galil ACE N 21]] is available to the Operator class as the &amp;quot;CAR-556&amp;quot;. It's currently only available for pre-ordering the game or buying the Deluxe Edition Upgrade. It posses the second largest magazine capacity of the Operator Weapons (with the ARM being first) holding 40 rounds.&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] appears in the Robbery DLC, incorrectly called &amp;quot;M1&amp;quot; only. It fitted with 30 rounds magazines and a folded stock by default. With the stock attachment, the stock becomes unfolded. Like the M1A1 Thompson, the M1A1 Carbine is one of the few primary weapon that can be used by all classes. Also similarly to the M1A1 Thompson, it has very limited attachments available, as it can only use stock, stubby grip and flash hider attachments. &lt;br /&gt;
[[Image:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The Ohio Ordnance HCAR is available for the Law Enforcement Enforcer class. Much like its counterpart on the Criminal team, the HK-51, it has a slow rate of fire but high power. Holds 30+1 rounds. It is anachronistic to the first part of the single-player story set in 2012, as the HCAR was announced in 2013.&lt;br /&gt;
[[File:HCAR.jpg|thumb|none|450px|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==PTR 91==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3#PTR 91|PTR 91]] is available as a marksman rifle to the Criminal Professional class.&lt;br /&gt;
[[File:PTR91NEW.jpg‎|thumb|none|450px|PTR 91 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLPTR02.jpg|thumb|none|600px|PTR-91 being held.]]&lt;br /&gt;
[[Image:BFHLPTR03.jpg|thumb|none|600px|PTR-91 iron sight.]]&lt;br /&gt;
[[Image:BFHLPTR01.jpg|thumb|none|600px|Stock PTR-91 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK light machine gun]] appears as the &amp;quot;RPK&amp;quot; in the Robbery DLC. Like the Galil ARM, RPK holds an extremely high capacity of 50 rounds drum magazines (Actual RPK's drum magazines hold 75 rounds) and now categorized as Assault Rifle. Like the AKM, RPK fitted original wood handguard by default. when equipping anything in the Accessory slot, it became the RIS handguard.&lt;br /&gt;
[[Image:Rpk 01 drum.jpg|thumb|none|450px|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG StG 57 / SG 510-4 Hybrid==&lt;br /&gt;
[[SIG SG 510]] is available in Criminal Activity DLC for the Law Enforcement Enforcer class. Its modelled after both StG 57 and SG 510-4, as it has the overall black furniture and stock of StG 57, but ironsights and charging handle are from SG 510-4, and it is chambered in 7.62x51mm NATO. The default magazine holds 24 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:SIGSG510-4.jpg|thumb|450px|none|SIG SG 510-4 Battle Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SIG-StG-57.jpg|thumb|450px|none|SIG StG 57 Battle Rifle - 7.5mm Swiss]]&lt;br /&gt;
[[Image:BFH SG510.jpg |thumb|600px|none|Default SG 510 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] is available to the Law Enforcement Operator class as the &amp;quot;SG553&amp;quot;. It is equipped by default with an SRS Red Dot. &lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|none|450px|SIG SG 553 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==SAIGA 308==&lt;br /&gt;
The [[SAIGA 308]] as the &amp;quot;SAIGA .308&amp;quot; can be purchased for the Criminal Professional class. As of the beta, no iron sight is available to this gun. Due to either modeling or point of perspective, when viewed from the first person, the scope seems ridiculously large. In the full game, correct iron sights have been added, replicating the AKM ironsights.&lt;br /&gt;
[[Image:Saiga 308.jpg|thumb|none|450px|SAIGA 308 - 7.62х51mm NATO]]&lt;br /&gt;
[[Image:BFHLSAIGA30802.jpg|thumb|none|600px|&amp;quot;SAIGA .308&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAIGA30801.jpg|thumb|none|600px|Stock &amp;quot;SAIGA .308&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[M14 Rifle#Springfield Armory M1A SOCOM 16|Springfield Armory M1A SOCOM 16]] ,  known simply as &amp;quot;SOCOM 16&amp;quot;, is a marksman rifle for the Law Enforcement Professional class.  With the heavy barrel attachment, it becomes a full length M1A.&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|450px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As noted in the intro, man-portable machine guns are Battle Pickups in this entry of the series, and are no longer part of any class' kit.&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] comes back from the previous [[Battlefield]] series. It spawns on some maps as a Battle Pickup equipped with a Holographic sight and a stubby grip. &lt;br /&gt;
[[Image:M240-1.jpg‎|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHM240B.jpg|thumb|none|600px|The M240B in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para==&lt;br /&gt;
An [[M249]] was featured in the Beta on the Counter/Heavy Attack Truck, being used by the secondary gunner and was available for the Enforcer class during early beta's. Now in the full game it is a Battle Pickup instead, and appears as the backdoor weapon for the SUV as well.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg‎|thumb|none|450px|FN M249 Para - 5.56x45mm]]&lt;br /&gt;
[[Image:BFHLSAW01.jpg‎|thumb|none|600px|M249 SAW mounted on top of the Mk19 grenade launcher and M2HB machine gun, that is mounted on top of a Counter/Heavy Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
[[PKP Pecheneg]] is mounted on Criminals' Hardened Attack Truck. It is the default gun used by the driver.&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg machine gun with ammo box - 7.62x54mm R.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==AAC Integrally Suppressed Remington 700==&lt;br /&gt;
The AAC Integrally Suppressed [[Remington 700]] appears as the &amp;quot;.300 Knockout&amp;quot;. It can be unlocked for both teams by completing the Professional Syndicate assignment. It also comes with a straight-pull bult by default&lt;br /&gt;
[[Image:Img 5166-tfb.jpg|thumb|none|450px|AAC Integrally Suppressed Remington 700 - .300 BLK]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M82 rifle series#Barrett M107|Barrett M107]] appears as the &amp;quot;M82 .416&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|450px|Barrett M107 - .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]]. This time around, it is correctly designated &amp;quot;AWM&amp;quot;, and correctly chambered in .338 Magnum. It can be purchased for the Criminal Professional.&lt;br /&gt;
[[Image:AI L115A3.jpg|thumb|none|450px|Accuracy International AWM-F - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BFHAWMF.jpg|thumb|none|600px|The hidden incomplete &amp;quot;AWM&amp;quot; on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s AWM-F.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 Enhanced Combat Carbine==&lt;br /&gt;
The [[Knight's Armament SR-25|SR-25 Enhanced Combat Carbine]] appear as &amp;quot;SR-25 ECC&amp;quot;. It can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm]]&lt;br /&gt;
[[Image:BFHSR25.jpg|thumb|none|600px|The hidden incomplete &amp;quot;SR-25 ECC&amp;quot; in the loadout menu on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s Mk 11 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700LTR==&lt;br /&gt;
The [[Remington 700| Remington 700 LTR]], as &amp;quot;R700LTR&amp;quot;, was the default weapon of the Professional class in the June 2014 beta. It is equipped with a fluted barrel. Currently it can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Rem700.jpg|thumb|none|450px|Remington Model 700P LTR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLR70001.jpg|thumb|none|600px|&amp;quot;R700 LTR&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR70002.jpg|thumb|none|600px|Stock &amp;quot;R700 LTR&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Elite==&lt;br /&gt;
The [[Steyr Elite]] appear as &amp;quot;Scout Elite&amp;quot;, is the default weapon of the Professional class starting with the February 2015 beta. By default it is equipped with a straight-pull bolt accessory, removing the need to unscope between aimed shots. Unlike the heavier bolt-action rifles, it comes with only a 6x scope by default, rather than 8x&lt;br /&gt;
[[Image:ELITE.jpeg|thumb|none|450px|Steyr Elite - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Both the Stinger and the RPG-7 were available gadgets for the Mechanic class during the June 2014 beta, but these have since been relegated to Battle Pickups.&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
[[FIM-92A Stinger]] is available as a pick-up weapon only. Just how the police and a criminal syndicate can get a hold of this advanced military grade weapon is beyond anyone's guess, but it functions just like the previous games. The Anti-Air Armory upgrade for certain vehicles allows it to be claimed from their trunk.&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:BFHLStinger01.jpg|thumb|none|600px|Player holding the Stinger.]]&lt;br /&gt;
[[Image:BFHLStinger02.jpg|thumb|none|600px|Player aiming down the sights of the Stinger.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is available to the Law Enforcement Mechanic class. The descrition of the weapon reads &amp;quot;''It's not exactly clear how Law Enforcement got a hold of this baby. A breach-loading launcher, it fires a 40mm high explosive grenade that is effective against light vehicles and agents.''&amp;quot; As in the previous two games, 40mm grenades are more useful for finishing weakened enemies off or taking down vehicles than for direct kills&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|275px|H&amp;amp;K M320 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The M79 is available for the Criminal Mechanic Class. It's description states that the weapon was (obviously) not obtained through legal channels. It functions identically to the M320&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
The [[M79 grenade launcher]] is the criminals' counterpart to the M320.&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The SMAW spawns as a Battle Pickup throughout some maps. It is a single shot weapon, being discarded upon use (similar to [[Battlefield 4]]'s AT4) and is much more powerful than the RPG-7. &lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] can no longer be equipped by the Mechanic class, but can be picked up from various locations. The Anti-Armor Armory upgrade for certain vehicles allows it to be claimed from the vehicle's trunk.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BFHLRPG701.jpg|thumb|none|600px|Player holding the RPG-7V2.]]&lt;br /&gt;
[[Image:BFHLRPG702.jpg|thumb|none|600px|Sights of the RPG-7V2.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==AN/M14 incendiary grenade==&lt;br /&gt;
Available to purchase for any class. Incendiaries (and molotovs) thrown by teammates will have blue fire. Two are carried at once&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 incendiary grenade]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
Available for purchase for any class. As in Battlefield 4, smoke clouds can prevent spotting&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|120px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 fragmentation hand grenade==&lt;br /&gt;
Every class in the game can equip one [[M67 hand grenade|M67 fragmentation hand grenade]]. It is the default grenade&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|150px|M67 fragmentation hand grenade]]&lt;br /&gt;
[[Image:BFHLM6701.jpg|thumb|none|600px|Player holding the M67.]]&lt;br /&gt;
[[Image:BFHLM6702.jpg|thumb|none|600px|M67 on the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
Available for purchase for any class. Players using the Flashbang can carry 2 at a time&lt;br /&gt;
[[Image:M84stun.jpg|thumb|none|100px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears on many vehicles. It is the main weapon for the Counter Attack Trucks. It is also the default door gunner weapon for the transport helicopters, and can be purchased for the SUVs to replace the default M134.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BFHLM201.jpg|thumb|none|600px|Heavy/Counter Attack Truck with the M2HB mounted on top]]&lt;br /&gt;
&lt;br /&gt;
==FN M3M==&lt;br /&gt;
The [[Browning M3#FN GAU-21|FN M3M]] is purchasable for the SUV turret, and the helicopter door gunners, referred to as &amp;quot;M3M&amp;quot;. It differs from the M2HB by having a higher rate of fire.&lt;br /&gt;
[[image:FN GAU-21.jpg|thumb|none|400px|FN M3M (designated GAU-21 in the US military) - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is also mounted on the Counter Attack Truck as a secondary weapon to the [[Browning M2HB]], it can be customized to fire 25mm flechette ammunition.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BFHLMK1901.jpg|thumb|none|600px|Mk 19 grenade launcher on a police Counter Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
[[M134 Minigun]]s are mounted on the Transport Helicopters, Armoured SUV and Attack Helicopter's nose mount.&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHLM13401.jpg|thumb|none|600px|M134 mounted on top of a Armoured Van.]]&lt;br /&gt;
[[Image:BFHLM13403.jpg|thumb|none|600px|Armoured Van with M134 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLM13402.jpg|thumb|none|600px|M134 mounted on top of a Transport Helicopter.]]&lt;br /&gt;
[[Image:BFHLM13404.jpg|thumb|none|600px|Transport Helicopter with M134 in the loadout menu]]&lt;br /&gt;
[[Image:BFHLM13405.jpg|thumb|none|600px|M134 mounted on the nose of the Attack Helicopter.]]&lt;br /&gt;
&lt;br /&gt;
=Misc.=&lt;br /&gt;
&lt;br /&gt;
==Taser X26E==&lt;br /&gt;
The [[Taser#X26|Taser X26E]] appears as an all-kit gadget, in the sidearm slot. It is called &amp;quot;T62 CEW&amp;quot; (for '''C'''onducted '''E'''nergy '''W'''eapon, the official classification for Taser-like weapons) in the game. The ingame version can mount a reflex sight, something not possible with the real-life weapon, and indeed the ingame model shows no rails or other attachment points where one could be mounted. The reticle consists of a large white circle, and two green dots appear in the center if an enemy is within range. Enemies hit with the Taser will visibly spark for several seconds and collapse, and Taser takedowns will award a &amp;quot;Non-Lethal Takedown&amp;quot; score bonus, in addition to allowing players to interrogate the stunned enemy&lt;br /&gt;
[[Image:X26-tazer.jpg|thumb|none|401px|X26E Taser with safety cap on]]&lt;br /&gt;
[[Image:BFHLTaser01.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; being reloaded.]]&lt;br /&gt;
[[Image:BFHLTaser02.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: War]]&lt;br /&gt;
[[Category: Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=962736</id>
		<title>Battlefield Hardline</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=962736"/>
		<updated>2015-09-22T06:47:19Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Enfield L85A2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield Hardline&lt;br /&gt;
|picture=BF Hardline.jpg&lt;br /&gt;
|caption=''Promotional artwork''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=March 17, 2015&lt;br /&gt;
|developer=Visceral&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox 360&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Battlefield Hardline'' is the latest game coming out for the ''[[Battlefield]]'' series, focusing on criminals and police warfare instead of pitting armies against each other.&lt;br /&gt;
&lt;br /&gt;
As in previous games, player take on as one of four classes:&lt;br /&gt;
&lt;br /&gt;
*Operator is akin to the Assault/Medic class, wielding assault rifles and carbines, able to revive and heal other players, and for the first time in the series, revive him/herself under certain conditions.&lt;br /&gt;
*Enforcer is a powerhouse class, wielding high-caliber battle rifles, heavy carbines, and shotguns, as well as dropping ammo for allies. A riot shield and C4 explosive is also unlocked by this class.&lt;br /&gt;
*Mechanic class is the stand in for the Engineer, using sub-machine guns and revolvers. Due to a lesser emphasis on vehicles, the Mechanic now gets more unique equipment like torso armor or the deployable spawn point, though still retains a 40mm grenade launcher and repair tool&lt;br /&gt;
*Professional class is the Recon/Sniper of this game, unlocking both bolt action and high caliber semi-automatic weapons. Gadgets available to this class include the trip mine and a surveillance camera.&lt;br /&gt;
&lt;br /&gt;
All of the classes are capable of equipping a zip-line crossbow, grappling hook launcher, gas mask, or a driving upgrade in place of either or both of their unique gadgets&lt;br /&gt;
&lt;br /&gt;
Rocket launchers and light machine guns are not available to any class, but can be found in locations on the map, or stored in the trunk of a car if the proper upgrade has been purchased for it&lt;br /&gt;
&lt;br /&gt;
As in many prior Battlefield games, most weapons are exclusive to one side when purchased, such as the Saiga .308 being only usable by the criminals, or the SCAR-H only being usable by the police. However, obtaining 1250 kills with a specific weapon allows players to purchase a Weapon License, letting them use it regardless of their team&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER*: As of June 12 2014, the screenshots posted here are from the game's beta trial, thus representing the unfinished product. It is quite possible that these weapons are unfinished, expect some of these screenshots to be replaced when the the actual game releases. &lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Unlike previous games in the series, pistols are now class-specific, sorted in different categories. The Operator kit uses the lower-caliber semi-automatics, such as the 92FS and Glock 17. The Mechanic uses revolvers, including the Judge. The Enforcer kit uses heavier pistols such as the M1911 and Desert Eagle, and the Professional uses machine pistols such as the Glock 18 and MAC-10&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] makes an appearance as the &amp;quot;92FS&amp;quot;, and is the starting weapon of the Operator for both factions, and by default comes with improved ironsights. In single-player it is also a default weapon for Nick Mendoza.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:BFHL92FSLoadout.jpg|thumb|none|600px|Stock &amp;quot;92FS&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHL92FS03.jpg|thumb|none|600px|&amp;quot;92FS&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHL92FS02.jpg|thumb|none|600px|Player holding the &amp;quot;92FS&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;93R&amp;quot;==&lt;br /&gt;
The [[Beretta 93R|Beretta 92FS &amp;quot;93R&amp;quot;]] was originally one of the &amp;quot;hidden guns&amp;quot;, it's the same &amp;quot;93R&amp;quot; from [[Battlefield 3]] which, of course, it's a normal [[Beretta 92FS|92FS]] with a resemblance of the 93R. Unlike Battlefield 4's model, it has the extended magazine and ported barrel as it had in Battlefield 3. It is the only burst-fire machine pistol and is exclusive to Law Enforcement Professional Class.&lt;br /&gt;
[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:BFH93R.jpg|thumb|none|600px|Beretta 92FS as the &amp;quot;M93R&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 SP-01 SHADOW==&lt;br /&gt;
The [[CZ 75#CZ 75 SP-01 SHADOW|CZ-75 SP-01 SHADOW]] appears simply as the 'CZ-75' and can be purchased for the Criminal Operator. It has a larger magazine than the 92FS and P226, and is quite accurate. Unlike Battlefield 4's version, it appears to be a 9x19mm model rather than .40 S&amp;amp;W.&lt;br /&gt;
[[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|350px|CZ 75 SP-01 SHADOW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The Desert Eagle Mark XIX appears once again from Battlefield 4 although this time it is called the &amp;quot;Bald Eagle&amp;quot;. Unlike in Battlefield 4, this Desert Eagle has a chrome finish as opposed to black and is now chambered in .50 Action Express instead of .44 Magnum. It can be unlocked for both teams' Enforcer class by completing the Enforcer Assignment 2. A gold-plated version is also used by the VIP in the Crosshair game mode.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:BFHardlineBaldEagle4.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; in the outfitting menu]]&lt;br /&gt;
[[File:BFHardlineBaldEagle1.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; Ingame]]&lt;br /&gt;
[[File:BFHardlineBaldEagle2.jpg|thumb|500px|none|&amp;quot;Uh oh, where did it go?!?&amp;quot;]]&lt;br /&gt;
[[File:BFHardlineBaldEagle3.jpg|thumb|500px|none|&amp;quot;Ta-da!&amp;quot; One of the new unique reloads has the player perform some slight of hand magic to reload the &amp;quot;Bald Eagle&amp;quot;. Chances of encountering this rare reload are 1 in 10,000]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
Originally cut from release, the [[FN Five-seveN]] appears as the &amp;quot;FN57&amp;quot; in an update released alongside the Robbery DLC. The Five-seveN is the only all-class sidearm and holds 20+1 rounds.&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|none|350px|FN Five-seveN - FN 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] makes a return from ''[[Battlefield 3]]'' as the &amp;quot;G17&amp;quot;, unlocked for both teams by completing the Operator Assignment 2. It has the highest magazine capacity in its class, just ahead of the CZ-75, and has a much higher firecap than the other semi-automatic handguns&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|Glock 17 3rd Generation - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears as the default sidearm for the Professional class, being incorrectly named the 'G18C'. Its model is ported from Battlefield 4's Glock 18, which had the same slide serrations as a semi-automatic model rather than the unique ones for the 18's fire selector. It comes with a Laser Sight by default. Incidentally, it shares its Battlelog render with the Glock 17&lt;br /&gt;
[[Image: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;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK45C==&lt;br /&gt;
[[Heckler &amp;amp; Koch HK45|Heckler &amp;amp; Koch HK45C]] with threaded barrel is the default sidearm of the Enforcer kit on both teams, called &amp;quot;45T&amp;quot; in the game. By default it comes with a Mini Reflex sight.&lt;br /&gt;
[[Image:HK45C.jpg|thumb|none|350px|Heckler &amp;amp; Koch HK45C - .45 ACP]]&lt;br /&gt;
[[Image:HK45C with Threaded Barrel.jpg|thumb|none|350px|Actual Heckler &amp;amp; Koch HK45C'''T''' for comparison - .45 ACP. Note the different sights.]]&lt;br /&gt;
[[Image:BFHLHK4503.jpg|thumb|none|600px|Stock &amp;quot;HK45C&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLHK4502.jpg|thumb|none|600px|&amp;quot;HK45C&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLHK4501.jpg|thumb|none|600px|Player holding the &amp;quot;HK45C&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] appears as the 'P226' and is available for purchase by Law Enforcement Operators. It has a lower magazine size than any of the Operator's other sidearms.&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P40 Pro==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P40]] Pro appears as the '.40 Pro', and is a pistol for the Enforcer class. It can be differentiated from the standard M&amp;amp;P40 by the 5 inch barrel. Oddly for a pistol originally created for Military and Law Enforcement, it is only available for the Criminal team. It has slightly lower power than the other Enforcer handguns, but has a much higher capacity, acting sort of like the Operator's sidearms&lt;br /&gt;
[[File:S&amp;amp;W-M&amp;amp;P-40.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P40 - .40 S&amp;amp;W ACP]]&lt;br /&gt;
[[File:BFHardline40Pro.jpg|thumb|none|500px|'.40 Pro' in the selection menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 R8==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 R8]] makes its video game debut in this entry of the [[Battlefield]] series, where it can be purchased for the Law Enforcement Mechanic class. It has a higher capacity than any of the other revolvers, with 8 rounds per cylinder. It appears under the name &amp;quot;.357 RS&amp;quot;&lt;br /&gt;
[[Image:S&amp;amp;WModel327.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson 327 R8 - .357 Magnum]]&lt;br /&gt;
[[Image:BFHSW357.jpg|thumb|none|600px|S&amp;amp;W Model 327 R8 as the &amp;quot;RS357&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 642==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 642]] revolver is the default sidearm for the Mechanic on both teams; called the &amp;quot;.38 Snub&amp;quot;. It initially had an incorrect 6-round capacity during the June 2014 beta.  This has since been rectified to 5 rounds as of the February 2015 beta. It has a laser sight equipped by default, which is the only attachment it can use.&lt;br /&gt;
[[Image:S&amp;amp;W642Airweight.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 642 Airweight Snub nose revolver chambered in .38 Special]]&lt;br /&gt;
[[Image:BFHLSNUB03.jpg|thumb|none|600px|Model 642 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLSNUB02.jpg|thumb|none|600px|Model 642's iron sights.]]&lt;br /&gt;
[[Image:BFHLSNUB01.jpg|thumb|none|600px|Player holding the Model 642]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge &amp;quot;Public Defender&amp;quot;==&lt;br /&gt;
The &amp;quot;Public Defender&amp;quot; snub nose version of the [[Taurus Judge]] appears as the &amp;quot;.410 Jury&amp;quot;. It is unlocked for both teams by completing Mechanic Assignment 2&lt;br /&gt;
[[File:Taurus Judge Public Defender.jpg|thumb|none|350px|Taurus Judge &amp;quot;Public Defender&amp;quot; - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]] returns from both prior Battlefield games, again named the '.44 Magnum.' It can be purchased for the Criminal Mechanic&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|350px|Taurus Model 44 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Tactical Custom 1911==&lt;br /&gt;
The [[Colt M1911|Vickers Tactical 1911]] comes back from [[Battlefield 4]], somewhat incorrectly called &amp;quot;M1911A1&amp;quot;. It can be purchased for the Law Enforcement Enforcer class. Although it is the same model reused from ''[[Battlefield 4]]'', tritium inserts have been added and the slight misalignment of the sights has been fixed.&lt;br /&gt;
[[Image:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|350px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]]&lt;br /&gt;
[[Image:BFH1911.jpg|thumb|none|600px|Vickers tactical as &amp;quot;M1911&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45]] appears simply as the 'M/45' and can be purchased for the Law Enforcement Mechanic. It is correctly depicted as being open-bolt and lacking a fire selector, unable to chamber an extra round and limited to automatic fire. In prior betas it was a Criminal-exclusive weapon, though for balance reasons was shifted to the Law Enforcement team. It holds 36 rounds with no extra in the chamber and unlike other open-bolt weapons in the game, the bolt is pulled back at the start of an empty reload rather than the end&lt;br /&gt;
[[Image:Kp m45b.jpg|thumb|none|400px|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 series#CZ Scorpion Evo 3 A1|CZ Scorpion Evo 3 A1]] appears as the &amp;quot;Scorpion&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|400px|none|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available for purchase for the Criminal Mechanic class as the &amp;quot;P90&amp;quot;. Earlier beta versions had 40 round capacity, later corrected to 50. The game also shows the magazine to be incorrectly removed without pressing the magazine release button. By default it starts with a heavy barrel attachment which makes it appear as the civilian variant, the FN PS90.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[Image:BFHLP9002.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLP9003.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLP9001.jpg|thumb|none|600px|Stock &amp;quot;P90&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5KA4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5KA4]] is an available sub-machine gun for the Mechanic class of both teams. This is the starting weapon for the Mechanic in the February 2015 beta, and is equipped with a red dot sight, suppressor and extended magazine, which for some reason holds only 25 rounds. The weapon always has the buttcap of the MP5K-PDW, and the folding stock is optional. Attaching a muzzle device will turn it into an actual MP5K-PDW.&lt;br /&gt;
[[Image:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5KA4 (3 round burst added) with 15-round magazine - 9x19mm]]&lt;br /&gt;
[[image:MP5K-PDW.jpg|thumb|none|400px|MP5K-PDW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|MP7A1]] appears as the &amp;quot;MP7&amp;quot; in the Robbery DLC. It comes with default 40-round magazines, and is another weapon that can be used by all classes of both Law Enforcement and Criminals.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]], as the &amp;quot;UMP-45&amp;quot;, was the starting weapon for the Mechanic class in June 2014 beta. The front sight assembly is removed when equipped with optics like in [[Battlefield 4]]. In real life, this would not be possible without permanently altering the weapon. During the Feburary 2015 beta, it instead became available to purchase for the Law Enforcement Mechanic. After the beta, the UMP-45 was swapped to the Criminal team for balancing reasons, with Law Enforcement getting the M/45 in exchange&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:BFHLUMP4501.jpg|thumb|none|600px|UMP-45 being held.]]&lt;br /&gt;
[[Image:BFHLUMP4502.jpg|thumb|none|600px|UMP-45 iron sight.]]&lt;br /&gt;
[[Image:BFHLUMP4503.jpg|thumb|none|600px|Stock UMP-45 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] can be purchased for the Criminal Mechanic class. In the June Beta, it incorrectly chambered a round for 30+1 rounds, but later it was corrected to 32+0. It has a unique bolt handle that extends to the left&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[Image:BFHLUZI02.jpg|thumb|none|600px|Uzi being held.]]&lt;br /&gt;
[[Image:BFHLUZI03.jpg|thumb|none|600px|Uzi iron sight.]]&lt;br /&gt;
[[Image:BFHLUZI01.jpg|thumb|none|600px|Stock Uzi in the loadout menu]]&lt;br /&gt;
[[Image:BFHLUZI.jpg|thumb|none|600px|&amp;quot;I don't know how to Uzi.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] equipped with rails is an available machine pistol sidearm for the Professional class. The MAC-10 in game has an aftermarket upper receiver, which adds a full-length top rail and relocates the bolt handle to the side. It can be unlocked by completing Professional Assignment 2, and can be used by both teams. By default it starts with a Suppressor and a Stock option and a small magazine size of only 15 rounds, and at first was incorrectly depicted as being able to have an additional round in the chamber, despite the real MAC-10 being open-bolt. In the final release of the game, the MAC-10 is indeed shown as an open-bolt weapon&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|none|300px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:BFHMAC10.jpg|thumb|none|600px|MAC-10 in the loadout menu. The charging handle has been moved to the side, to allow for a top rail.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
A full-auto converted [[Intratec TEC-9]] is available for purchase for the Criminal Professional class. It chambers +1 round, which is correct as the TEC-9 is a closed-bolt gun. (Only the original KG-9 is open-bolt) The magazine is shown to be incorrectly holding 20 rounds in a 32 rounds magazine, but this is corrected to 32 with use of the &amp;quot;Extended Magazines&amp;quot; option.&lt;br /&gt;
[[Image:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFHLTEC901.jpg|thumb|none|600px|TEC-9 being held.]]&lt;br /&gt;
[[Image:BFHLTEC902.jpg|thumb|none|600px|TEC-9 iron sight.]]&lt;br /&gt;
[[Image:BFHLTEC903.jpg|thumb|none|600px|Stock TEC-9 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==KRISS K10==&lt;br /&gt;
The [[TDI Vector|KRISS K10]] appears as the 'K10' and can be purchased for the Law Enforcement Mechanic, with an astounding RPM of 1200. To balance out its firing rate, its accuracy is quite low. It also has a slightly below-average magazine size of 25+1&lt;br /&gt;
[[Image:K102.jpg|thumb|none|400px|KRISS K10 with barrel RIS - .45 ACP / 9x19mm Para / .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
An [[M1A1 Thompson]] is introduced in patch 1.04 that was released alongside the Battlefield Hardline: Criminal Activity expansion, although the expansion is not required to own the weapon, which appears simply as ''M1A1''. It was the first of a few primary weapons that can be used by all classes. It is equipped with a 30-round magazine by default, and the extended magazine incorrectly gives it the 50-round drum, despite the real M1/M1A1 Thompson not accepting the 50 round drum magazines used on the M1921/M1928A1. It can also equip a stubby grip, but no barrel attachments or different sights. Unlike other weapons, it cannot use camouflages, instead only able to use the Bronze, Silver, or Gold finishes. Curiously, no bolt operation seems to be seen when the weapon is reloaded while empty&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:BFH M1A1.jpg|thumb|none|600px|Unmodified M1A1 Thompson in the loadout menu.]]&lt;br /&gt;
[[Image:BFH M1A1 fgrip ext mag.jpg|thumb|none|600px|M1A1 with 50-round drum magazine and foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] can be unlocked for both teams' Mechanic class by completing the Mechanic Syndicate assignment. By default, it is equipped with a red dot and laser sight.&lt;br /&gt;
[[Image:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFH FMG9 01.jpg|thumb|none|600px|Unmodified FMG-9 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
[[SIG-Sauer MPX]] returns from Battlefield 4 as a purchasable weapon for the Law Enforcement Mechanic, and is chambered in .40 S&amp;amp;W. It has 30 rounds in the magazine. Unlike Battlefield 4, its stock is now collapsed by default but can be extended with the Stock accessory, reducing recoil. It is anachronistic to the first part of the single-player story set in 2012, since the MPX was developed in 2013.&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
[[SPAS-12]] returns from previous Battlefield games for the Criminal Enforcer class, but this time around is set to semi-automatic rather than pump-action. Has 8 + 1 capacity. Despite its semi-automatic firing, waiting after a shot will still cause a pumping animation, and the ejection port seems frozen shut during an empty reload&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37 &amp;quot;Stakeout&amp;quot;==&lt;br /&gt;
The [[Ithaca 37]] in &amp;quot;Stakeout&amp;quot; configuration is an available shotgun for the Police Enforcer class, known as &amp;quot;37 Stakeout&amp;quot; in game. It has the length and wooden forearm of the standard &amp;quot;Stakeout&amp;quot;, but has the heat shield and unique foregrip of the ''[[Miami Vice]]'' movie gun seen below. The foregrip is somehow installed over the forearm. Strangely, a  identical configuration was seen in ''[[Grand Theft Auto: Vice City]]''. It can be bought for the Law Enforcement Enforcer, and can be unlocked early on in the single-player story. It holds 5+1 shells and has a tighter spread than the 870&lt;br /&gt;
[[Image:Custom37.jpg|thumb|none|400px|Customized Ithaca 37 &amp;quot;Stakeout&amp;quot; with Pachymar pistol grip, vertical foregrip, and heat shield - 12 gauge. This movie gun was seen in ''[[Miami Vice]]'' and various films.]]&lt;br /&gt;
[[Image:Stakeout-1-.jpg|thumb|none|400px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
[[Kel-Tec KSG]] is available in Criminal Activity DLC, appearing as KSG12, and holding 14 shells. It exclusive to the Enforcer class on the Law Enforcement team and can be bought fairly cheap, requiring no assignment to complete unlike previous Battlefield games' DLC weapons. Like in other video games featuring the KSG, the two magazine tubes are incorrectly treated as one continuous tube, as the the magazine selector is never operated.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|400px|Kel-Tec KSG with Magpul RVG foregrip - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Marine Magnum==&lt;br /&gt;
The [[Remington 870 Marine Magnum]] is the default weapon for the Enforcer class as the &amp;quot;870P Magnum&amp;quot;, taking the MG36's place during the June 2014 beta as this class' default weapon, as the MG36, along with all other LMGs, are now Battle Pickups as of the February 2015 beta. It has a rail attached to the top of the receiver. By default it is equipped with a Tactical Light, which differs from a regular flashlight in that it only activates when aiming&lt;br /&gt;
[[Image:Remington870MarineMagnum.jpg|thumb|none|400px|Remington 870 Marine Magnum - 12 Gauge]]&lt;br /&gt;
[[Image:BFHLR87001.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR87002.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLR87003.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; with a flashlight attched in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Izhmash Saiga series shotgun#Saiga 12|Saiga-12K]] appears as the &amp;quot;Saiga 12&amp;quot; in the Robbery DLC. &lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Side by Side Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed-Off Side by Side Shotgun]] is unlocked by the Enforcer class as the &amp;quot;Double-Barrel Shotgun&amp;quot;. It is unlocked by completing the Enforcer Syndicate assignment. When reloading, even if only one shot is fired, both shells are replaced.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Sawed-Off Remington SBS - 12 gauge]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF01.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF02.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF03.jpg|thumb|none|600px|Stock &amp;quot;Sawed Off Shotgun&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==12 Gauge Side-by-Side Shotgun==&lt;br /&gt;
Buying the &amp;quot;Long Barrel&amp;quot; and &amp;quot;Stock&amp;quot; attachments for the sawed-off shotgun will turn it into a full-length [[12 Gauge Double Barreled Shotgun|12 gauge Side-by-Side Shotgun]].&lt;br /&gt;
[[Image:BaikalSBSShotgun.jpg|thumb|none|400px|Baikal SBS shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is available to the Criminal Operator class. Earlier betas had a railed handguard, but it was later changed to the original wood furniture (equipping anything in the Accessory slot will return the RIS handguard). It has higher damage and better range than the other Operator weapons, but is hard to control and fires slower than the rest.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:BFHLAKM02.jpg|thumb|none|600px|AKM being held.]]&lt;br /&gt;
[[Image:BFHLAKM03.jpg|thumb|none|600px|AKM iron sight.]]&lt;br /&gt;
[[Image:BFHLAKM01.jpg|thumb|none|600px|Stock AKM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is an available carbine for the Criminal team's Operator class. It uses an aftermarket railed handguard and is equipped with a laser sight by default.&lt;br /&gt;
[[Image:AKS74U-RIS.jpg|thumb|none|400px|AKS-74U with railed handguard - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
The [[Bushmaster ACR]] is available to the Operator class as the &amp;quot;ACW-R&amp;quot;. It is featured in-game as a Carbine. It was only available for pre-ordering the game or purchasing the Deluxe Edition Upgrade. As of the Robbery DLC, it is free to all players&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, five-sided handguard, and Magpul MBUS sights &amp;amp; PMag magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[Colt M16A4]] is depicted as a fully automatic &amp;quot;M16A3&amp;quot;, similar to [[Battlefield 3]]. It can be purchased by the Law Enforcement Operator, though in early betas was the kit's default weapon.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope - 5.56x45mm. This is the USMC style setup.]]&lt;br /&gt;
[[Image:BFHLM16A30Hold.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; being held. Evident in this screenshot are the incorrectly raised receiver rails, resulting in a small gap between the rear of the carrying handle and the receiver. This is possibly due to needing to match the height of the new handguard rail model (discussed in a following screenshot caption).]]&lt;br /&gt;
[[Image:BFHLM16A302.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; iron sight. Like in BF3 and BF4, the ghost ring assembly is incorrectly modelled with the small aperture style ring but with the opening of a large aperture.]]&lt;br /&gt;
[[Image:BFHLM16A303.jpg|thumb|none|600px|Stock &amp;quot;M16A3&amp;quot; in the loadout menu. Note the long-awaited bayonet lug has been added with a sling swivel (though the swivel should be mounted on the rear lug of the front sight base) along with a new Daniel Defense M4 12.0 free float handguard (a Knight's Armament Company RAS M5 in previous titles).]]&lt;br /&gt;
[[Image:BFHLM16A301.jpg‎|thumb|none|600px|Promotional screenshot of the &amp;quot;M16A3&amp;quot;; this SWAT officer's misfortune at least gives us good lighting on his newly upgraded Magpul PMAGs. Note that the character seems to be using the CIRAS maritime body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] is featured as the &amp;quot;RO933&amp;quot; and is the starting carbine for the Operator class. By default it is equipped with a stubby grip, a flash hider, and an Aimpoint Micro T1 sight&lt;br /&gt;
[[Image:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHardlineRO933.jpg|thumb|none|500px|&amp;quot;RO933&amp;quot; Ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears as the &amp;quot;MDC&amp;quot; (Despite being modeled as Full sized MDR) in the Robbery DLC.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|450px|none|Desert Tech Micro Dynamic Rifle - 5.56x45mm NATO / 7.62x51mm / 7.62x39mm / .300 AAC / 6.8x43mm SPC. This is a pre-production model with 3D printed furnishings first shown in 2014: the current version has an ambidextrous charging handle rather than a reversible one, what appears to be a release catch on the handguard, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[file:Desert Tech MDR-C.jpg|thumb|450px|none|'''The Actual''' Desert Tech Micro Dynamic Rifle Compact - 5.56x45mm NATO / 7.62x51mm / 7.62x39mm / .300 AAC / 6.8x43mm SPC]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] can be purchased for the Criminal Enforcer and appears as &amp;quot;SA-58 OSW&amp;quot;. It holds 20+1 rounds and comes with a PK-A 3.5x scope by default&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BfhlbetaFal1.jpg|thumb|none|600px|The SA58 OSW being held.]]&lt;br /&gt;
[[Image:BfhlbetaFal2.jpg|thumb|none|600px|The SA58 OSW's iron sights.]]&lt;br /&gt;
[[Image:BfhlbetaFal3.jpg|thumb|none|600px|Chambering a new round. ]]&lt;br /&gt;
[[Image:BfhlbetaFal4.jpg|thumb|none|600px|The SA58 OSW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Operator class. It was only available for pre-ordering the game or buying the Deluxe Edition Upgrade, but as of the Robbery DLC is free to all players. Equipped with an ACOG scope by default, it has a fire rate of 675 RPM in-game. Player characters in-game reload the weapon rather slowly in comparison to other weapons with an empty reload taking 4.2 seconds. &lt;br /&gt;
[[File:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Surbaissé==&lt;br /&gt;
The [[FAMAS#FAMAS FELIN|FAMAS Surbaissé]] appears as the &amp;quot;Famas&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:Famas-felin.jpg|thumb|none|450px|FAMAS Surbaissé with infrared scope - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000==&lt;br /&gt;
The [[FN F2000]] appears as the &amp;quot;F2000&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:F2000.jpg|thumb|none|450px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
When equipped with optics, the F2000 becomes an [[FN F2000 Tactical]].&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|450px|FN F2000 Tactical with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
[[FN FAL]] is available in Criminal Activity DLC for the Criminal Enforcer class. With the stock attachment, it becomes a synthetic furniture model.  It is nearly identical to its more modern counterpart except for a faster rate of fire.&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|450px|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFH FN FAL 01.jpg|thumb|none|600px|Default FN FAL in the loadout menu.]]&lt;br /&gt;
[[Image:BFH FN FAL 02.jpg|thumb|none|600px|FN FAL with the &amp;quot;Stock&amp;quot; attachment, which gives the entire weapon synthetic furtniture.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The Third Generation [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]], listed in-game as the &amp;quot;SCAR-H&amp;quot;, is an unlockable heavy carbine for the Law Enforcement Enforcer. With the heavy barrel attachment, it becomes a mid length SCAR-H STD. The game also shows the incorrectly pressing the magazine release button while empty reload. &lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
[[Heckler &amp;amp; Koch G36C]] is available to purchase for the Law Enforcement Operator class. Like in Battlefield 4, during the beta it has an incorrect rate of fire of 650 rounds per minute instead of 750. but was corrected in the full game to it's proper 750 RPM. In betas, it was exclusive to the Criminal team, but was swapped after the February beta for balancing reasons&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36C02.jpg|thumb|none|600px|G36C being held.]]&lt;br /&gt;
[[Image:BFHLG36C03.jpg|thumb|none|600px|G36C iron sight.]]&lt;br /&gt;
[[Image:BFHLG36C01.jpg|thumb|none|600px|Stock G36C in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36E/KV Hybrid==&lt;br /&gt;
During the June 2014 beta, the [[Heckler &amp;amp; Koch G36|H&amp;amp;K G36E/KV Hybrid]] was the default Enforcer weapon, fitted with a 100-round drum C-Mag. The game refers it as the &amp;quot;MG36&amp;quot; LMG variant, but it is obviously NOT an MG36 since H&amp;amp;K only produced few MG36s with export sight; the weapon in-game is depicted as having the G36KV carrying handle/railmount. When equipped with iron sights, it uses backup iron sights as opposed to the sights mounted on the G36KV carrying handle as they are absent. The gun also shows the bolt being still even when the gun is fired.  As of the February 2015 beta, this weapon is no longer available to the Enforcer, as it, along with other LMGs, are now Battle Pickups. It always spawns with a CompM4S Sight, Muzzle Brake and Laser Sight and can be equipped from the trunk of a player's car with the LMG Armory vehicle upgrade. &lt;br /&gt;
[[Image:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with rail top carry handle - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:HKG36E-KV(MG36).jpg‎|thumb|none|450px|'''Airsoft''' A Hybrid of the G36E/KV which is often confused as the &amp;quot;MG36&amp;quot; Configuration -(fake) 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36K01.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLG36K02.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLG36K04.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; with an EOtech holographic sight.]]&lt;br /&gt;
[[Image:BFHLG36K03.jpg|thumb|none|600px|Stock &amp;quot;MG36&amp;quot;  in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] with 10.4 inch barrel is available to the Criminal Operator class as the &amp;quot;M416&amp;quot;. With the heavy barrel attachment, it becomes a mid length 14.5 inch barrel. In betas, it was exclusive to the Law Enforcement team, though after the Februrary beta was changed to the Criminal team for balancing. It is tied with the RO933 for the highest rate of fire in its weapon class&lt;br /&gt;
[[File:HK416 current.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 D10RS with 10.4 inch barrel - 5.56x45mm NATO.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK51==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK51]] is available for the Criminal Enforcer class. It has a slow rate of fire and its collapsible stock is extended by default&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|Heckler &amp;amp; Koch HK51 - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM]] is available to the Operator class as the &amp;quot;ARM&amp;quot;. It holds an extremely high capacity of 50 rounds and can be unlocked by completing the Operator Syndicate assignment.&lt;br /&gt;
[[File:Galil.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFH Galil ARM 01.jpg|thumb|none|600px|Default ARM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE N 21==&lt;br /&gt;
The [[Galil ACE|Galil ACE N 21]] is available to the Operator class as the &amp;quot;CAR-556&amp;quot;. It's currently only available for pre-ordering the game or buying the Deluxe Edition Upgrade. It posses the second largest magazine capacity of the Operator Weapons (with the ARM being first) holding 40 rounds.&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] appears in the Robbery DLC, incorrectly called &amp;quot;M1&amp;quot; only. It fitted with 30 rounds magazines and a folded stock by default. With the stock attachment, the stock becomes unfolded. Like the M1A1 Thompson, the M1A1 Carbine is one of the few primary weapon that can be used by all classes. Also similarly to the M1A1 Thompson, it has very limited attachments available, as it can only use stock, stubby grip and flash hider attachments. &lt;br /&gt;
[[Image:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The Ohio Ordnance HCAR is available for the Law Enforcement Enforcer class. Much like its counterpart on the Criminal team, the HK-51, it has a slow rate of fire but high power. Holds 30+1 rounds. It is anachronistic to the first part of the single-player story set in 2012, as the HCAR was announced in 2013.&lt;br /&gt;
[[File:HCAR.jpg|thumb|none|450px|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==PTR 91==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3#PTR 91|PTR 91]] is available as a marksman rifle to the Criminal Professional class.&lt;br /&gt;
[[File:PTR91NEW.jpg‎|thumb|none|450px|PTR 91 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLPTR02.jpg|thumb|none|600px|PTR-91 being held.]]&lt;br /&gt;
[[Image:BFHLPTR03.jpg|thumb|none|600px|PTR-91 iron sight.]]&lt;br /&gt;
[[Image:BFHLPTR01.jpg|thumb|none|600px|Stock PTR-91 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK light machine gun]] appears as the &amp;quot;RPK&amp;quot; in the Robbery DLC. Like the Galil ARM, RPK holds an extremely high capacity of 50 rounds drum magazines (Actual RPK's drum magazines hold 75 rounds) and now categorized as Assault Rifle. Like the AKM, RPK fitted original wood handguard by default. when equipping anything in the Accessory slot, it became the RIS handguard.&lt;br /&gt;
[[Image:Rpk 01 drum.jpg|thumb|none|450px|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG StG 57 / SG 510-4 Hybrid==&lt;br /&gt;
[[SIG SG 510]] is available in Criminal Activity DLC for the Law Enforcement Enforcer class. Its modelled after both StG 57 and SG 510-4, as it has the overall black furniture and stock of StG 57, but ironsights and charging handle are from SG 510-4, and it is chambered in 7.62x51mm NATO. The default magazine holds 24 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:SIGSG510-4.jpg|thumb|450px|none|SIG SG 510-4 Battle Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SIG-StG-57.jpg|thumb|450px|none|SIG StG 57 Battle Rifle - 7.5mm Swiss]]&lt;br /&gt;
[[Image:BFH SG510.jpg |thumb|600px|none|Default SG 510 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] is available to the Law Enforcement Operator class as the &amp;quot;SG553&amp;quot;. It is equipped by default with an SRS Red Dot. &lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|none|450px|SIG SG 553 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==SAIGA 308==&lt;br /&gt;
The [[SAIGA 308]] as the &amp;quot;SAIGA .308&amp;quot; can be purchased for the Criminal Professional class. As of the beta, no iron sight is available to this gun. Due to either modeling or point of perspective, when viewed from the first person, the scope seems ridiculously large. In the full game, correct iron sights have been added, replicating the AKM ironsights.&lt;br /&gt;
[[Image:Saiga 308.jpg|thumb|none|450px|SAIGA 308 - 7.62х51mm NATO]]&lt;br /&gt;
[[Image:BFHLSAIGA30802.jpg|thumb|none|600px|&amp;quot;SAIGA .308&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAIGA30801.jpg|thumb|none|600px|Stock &amp;quot;SAIGA .308&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[M14 Rifle#Springfield Armory M1A SOCOM 16|Springfield Armory M1A SOCOM 16]] ,  known simply as &amp;quot;SOCOM 16&amp;quot;, is a marksman rifle for the Law Enforcement Professional class.  With the heavy barrel attachment, it becomes a full length M1A.&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|450px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As noted in the intro, man-portable machine guns are Battle Pickups in this entry of the series, and are no longer part of any class' kit.&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] comes back from the previous [[Battlefield]] series. It spawns on some maps as a Battle Pickup equipped with a Holographic sight and a stubby grip. &lt;br /&gt;
[[Image:M240-1.jpg‎|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHM240B.jpg|thumb|none|600px|The M240B in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para==&lt;br /&gt;
An [[M249]] was featured in the Beta on the Counter/Heavy Attack Truck, being used by the secondary gunner and was available for the Enforcer class during early beta's. Now in the full game it is a Battle Pickup instead, and appears as the backdoor weapon for the SUV as well.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg‎|thumb|none|450px|FN M249 Para - 5.56x45mm]]&lt;br /&gt;
[[Image:BFHLSAW01.jpg‎|thumb|none|600px|M249 SAW mounted on top of the Mk19 grenade launcher and M2HB machine gun, that is mounted on top of a Counter/Heavy Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
[[PKP Pecheneg]] is mounted on Criminals' Hardened Attack Truck. It is the default gun used by the driver.&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg machine gun with ammo box - 7.62x54mm R.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==AAC Integrally Suppressed Remington 700==&lt;br /&gt;
The AAC Integrally Suppressed [[Remington 700]] appears as the &amp;quot;.300 Knockout&amp;quot;. It can be unlocked for both teams by completing the Professional Syndicate assignment. It also comes with a straight-pull bult by default&lt;br /&gt;
[[Image:Img 5166-tfb.jpg|thumb|none|450px|AAC Integrally Suppressed Remington 700 - .300 BLK]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M82 rifle series#Barrett M107|Barrett M107]] appears as the &amp;quot;M82 .416&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|450px|Barrett M107 - .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]]. This time around, it is correctly designated &amp;quot;AWM&amp;quot;, and correctly chambered in .338 Magnum. It can be purchased for the Criminal Professional.&lt;br /&gt;
[[Image:AI L115A3.jpg|thumb|none|450px|Accuracy International AWM-F - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BFHAWMF.jpg|thumb|none|600px|The hidden incomplete &amp;quot;AWM&amp;quot; on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s AWM-F.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 Enhanced Combat Carbine==&lt;br /&gt;
The [[Knight's Armament SR-25|SR-25 Enhanced Combat Carbine]] appear as &amp;quot;SR-25 ECC&amp;quot;. It can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm]]&lt;br /&gt;
[[Image:BFHSR25.jpg|thumb|none|600px|The hidden incomplete &amp;quot;SR-25 ECC&amp;quot; in the loadout menu on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s Mk 11 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700LTR==&lt;br /&gt;
The [[Remington 700| Remington 700 LTR]], as &amp;quot;R700LTR&amp;quot;, was the default weapon of the Professional class in the June 2014 beta. It is equipped with a fluted barrel. Currently it can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Rem700.jpg|thumb|none|450px|Remington Model 700P LTR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLR70001.jpg|thumb|none|600px|&amp;quot;R700 LTR&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR70002.jpg|thumb|none|600px|Stock &amp;quot;R700 LTR&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Elite==&lt;br /&gt;
The [[Steyr Elite]] appear as &amp;quot;Scout Elite&amp;quot;, is the default weapon of the Professional class starting with the February 2015 beta. By default it is equipped with a straight-pull bolt accessory, removing the need to unscope between aimed shots. Unlike the heavier bolt-action rifles, it comes with only a 6x scope by default, rather than 8x&lt;br /&gt;
[[Image:ELITE.jpeg|thumb|none|450px|Steyr Elite - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Both the Stinger and the RPG-7 were available gadgets for the Mechanic class during the June 2014 beta, but these have since been relegated to Battle Pickups.&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
[[FIM-92A Stinger]] is available as a pick-up weapon only. Just how the police and a criminal syndicate can get a hold of this advanced military grade weapon is beyond anyone's guess, but it functions just like the previous games. The Anti-Air Armory upgrade for certain vehicles allows it to be claimed from their trunk.&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:BFHLStinger01.jpg|thumb|none|600px|Player holding the Stinger.]]&lt;br /&gt;
[[Image:BFHLStinger02.jpg|thumb|none|600px|Player aiming down the sights of the Stinger.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is available to the Law Enforcement Mechanic class. The descrition of the weapon reads &amp;quot;''It's not exactly clear how Law Enforcement got a hold of this baby. A breach-loading launcher, it fires a 40mm high explosive grenade that is effective against light vehicles and agents.''&amp;quot; As in the previous two games, 40mm grenades are more useful for finishing weakened enemies off or taking down vehicles than for direct kills&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|275px|H&amp;amp;K M320 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The M79 is available for the Criminal Mechanic Class. It's description states that the weapon was (obviously) not obtained through legal channels. It functions identically to the M320&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
The [[M79 grenade launcher]] is the criminals' counterpart to the M320.&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The SMAW spawns as a Battle Pickup throughout some maps. It is a single shot weapon, being discarded upon use (similar to [[Battlefield 4]]'s AT4) and is much more powerful than the RPG-7. &lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] can no longer be equipped by the Mechanic class, but can be picked up from various locations. The Anti-Armor Armory upgrade for certain vehicles allows it to be claimed from the vehicle's trunk.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BFHLRPG701.jpg|thumb|none|600px|Player holding the RPG-7V2.]]&lt;br /&gt;
[[Image:BFHLRPG702.jpg|thumb|none|600px|Sights of the RPG-7V2.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==AN/M14 incendiary grenade==&lt;br /&gt;
Available to purchase for any class. Incendiaries (and molotovs) thrown by teammates will have blue fire. Two are carried at once&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 incendiary grenade]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
Available for purchase for any class. As in Battlefield 4, smoke clouds can prevent spotting&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|120px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 fragmentation hand grenade==&lt;br /&gt;
Every class in the game can equip one [[M67 hand grenade|M67 fragmentation hand grenade]]. It is the default grenade&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|150px|M67 fragmentation hand grenade]]&lt;br /&gt;
[[Image:BFHLM6701.jpg|thumb|none|600px|Player holding the M67.]]&lt;br /&gt;
[[Image:BFHLM6702.jpg|thumb|none|600px|M67 on the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
Available for purchase for any class. Players using the Flashbang can carry 2 at a time&lt;br /&gt;
[[Image:M84stun.jpg|thumb|none|100px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears on many vehicles. It is the main weapon for the Counter Attack Trucks. It is also the default door gunner weapon for the transport helicopters, and can be purchased for the SUVs to replace the default M134.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BFHLM201.jpg|thumb|none|600px|Heavy/Counter Attack Truck with the M2HB mounted on top]]&lt;br /&gt;
&lt;br /&gt;
==FN M3M==&lt;br /&gt;
The [[Browning M3#FN GAU-21|FN M3M]] is purchasable for the SUV turret, and the helicopter door gunners, referred to as &amp;quot;M3M&amp;quot;. It differs from the M2HB by having a higher rate of fire.&lt;br /&gt;
[[image:FN GAU-21.jpg|thumb|none|400px|FN M3M (designated GAU-21 in the US military) - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is also mounted on the Counter Attack Truck as a secondary weapon to the [[Browning M2HB]], it can be customized to fire 25mm flechette ammunition.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BFHLMK1901.jpg|thumb|none|600px|Mk 19 grenade launcher on a police Counter Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
[[M134 Minigun]]s are mounted on the Transport Helicopters, Armoured SUV and Attack Helicopter's nose mount.&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHLM13401.jpg|thumb|none|600px|M134 mounted on top of a Armoured Van.]]&lt;br /&gt;
[[Image:BFHLM13403.jpg|thumb|none|600px|Armoured Van with M134 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLM13402.jpg|thumb|none|600px|M134 mounted on top of a Transport Helicopter.]]&lt;br /&gt;
[[Image:BFHLM13404.jpg|thumb|none|600px|Transport Helicopter with M134 in the loadout menu]]&lt;br /&gt;
[[Image:BFHLM13405.jpg|thumb|none|600px|M134 mounted on the nose of the Attack Helicopter.]]&lt;br /&gt;
&lt;br /&gt;
=Misc.=&lt;br /&gt;
&lt;br /&gt;
==Taser X26E==&lt;br /&gt;
The [[Taser#X26|Taser X26E]] appears as an all-kit gadget, in the sidearm slot. It is called &amp;quot;T62 CEW&amp;quot; (for '''C'''onducted '''E'''nergy '''W'''eapon, the official classification for Taser-like weapons) in the game. The ingame version can mount a reflex sight, something not possible with the real-life weapon, and indeed the ingame model shows no rails or other attachment points where one could be mounted. The reticle consists of a large white circle, and two green dots appear in the center if an enemy is within range. Enemies hit with the Taser will visibly spark for several seconds and collapse, and Taser takedowns will award a &amp;quot;Non-Lethal Takedown&amp;quot; score bonus, in addition to allowing players to interrogate the stunned enemy&lt;br /&gt;
[[Image:X26-tazer.jpg|thumb|none|401px|X26E Taser with safety cap on]]&lt;br /&gt;
[[Image:BFHLTaser01.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; being reloaded.]]&lt;br /&gt;
[[Image:BFHLTaser02.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: War]]&lt;br /&gt;
[[Category: Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=962735</id>
		<title>Battlefield Hardline</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=962735"/>
		<updated>2015-09-22T06:46:05Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Bushmaster ACR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield Hardline&lt;br /&gt;
|picture=BF Hardline.jpg&lt;br /&gt;
|caption=''Promotional artwork''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=March 17, 2015&lt;br /&gt;
|developer=Visceral&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox 360&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Battlefield Hardline'' is the latest game coming out for the ''[[Battlefield]]'' series, focusing on criminals and police warfare instead of pitting armies against each other.&lt;br /&gt;
&lt;br /&gt;
As in previous games, player take on as one of four classes:&lt;br /&gt;
&lt;br /&gt;
*Operator is akin to the Assault/Medic class, wielding assault rifles and carbines, able to revive and heal other players, and for the first time in the series, revive him/herself under certain conditions.&lt;br /&gt;
*Enforcer is a powerhouse class, wielding high-caliber battle rifles, heavy carbines, and shotguns, as well as dropping ammo for allies. A riot shield and C4 explosive is also unlocked by this class.&lt;br /&gt;
*Mechanic class is the stand in for the Engineer, using sub-machine guns and revolvers. Due to a lesser emphasis on vehicles, the Mechanic now gets more unique equipment like torso armor or the deployable spawn point, though still retains a 40mm grenade launcher and repair tool&lt;br /&gt;
*Professional class is the Recon/Sniper of this game, unlocking both bolt action and high caliber semi-automatic weapons. Gadgets available to this class include the trip mine and a surveillance camera.&lt;br /&gt;
&lt;br /&gt;
All of the classes are capable of equipping a zip-line crossbow, grappling hook launcher, gas mask, or a driving upgrade in place of either or both of their unique gadgets&lt;br /&gt;
&lt;br /&gt;
Rocket launchers and light machine guns are not available to any class, but can be found in locations on the map, or stored in the trunk of a car if the proper upgrade has been purchased for it&lt;br /&gt;
&lt;br /&gt;
As in many prior Battlefield games, most weapons are exclusive to one side when purchased, such as the Saiga .308 being only usable by the criminals, or the SCAR-H only being usable by the police. However, obtaining 1250 kills with a specific weapon allows players to purchase a Weapon License, letting them use it regardless of their team&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER*: As of June 12 2014, the screenshots posted here are from the game's beta trial, thus representing the unfinished product. It is quite possible that these weapons are unfinished, expect some of these screenshots to be replaced when the the actual game releases. &lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Unlike previous games in the series, pistols are now class-specific, sorted in different categories. The Operator kit uses the lower-caliber semi-automatics, such as the 92FS and Glock 17. The Mechanic uses revolvers, including the Judge. The Enforcer kit uses heavier pistols such as the M1911 and Desert Eagle, and the Professional uses machine pistols such as the Glock 18 and MAC-10&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] makes an appearance as the &amp;quot;92FS&amp;quot;, and is the starting weapon of the Operator for both factions, and by default comes with improved ironsights. In single-player it is also a default weapon for Nick Mendoza.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:BFHL92FSLoadout.jpg|thumb|none|600px|Stock &amp;quot;92FS&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHL92FS03.jpg|thumb|none|600px|&amp;quot;92FS&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHL92FS02.jpg|thumb|none|600px|Player holding the &amp;quot;92FS&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;93R&amp;quot;==&lt;br /&gt;
The [[Beretta 93R|Beretta 92FS &amp;quot;93R&amp;quot;]] was originally one of the &amp;quot;hidden guns&amp;quot;, it's the same &amp;quot;93R&amp;quot; from [[Battlefield 3]] which, of course, it's a normal [[Beretta 92FS|92FS]] with a resemblance of the 93R. Unlike Battlefield 4's model, it has the extended magazine and ported barrel as it had in Battlefield 3. It is the only burst-fire machine pistol and is exclusive to Law Enforcement Professional Class.&lt;br /&gt;
[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:BFH93R.jpg|thumb|none|600px|Beretta 92FS as the &amp;quot;M93R&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 SP-01 SHADOW==&lt;br /&gt;
The [[CZ 75#CZ 75 SP-01 SHADOW|CZ-75 SP-01 SHADOW]] appears simply as the 'CZ-75' and can be purchased for the Criminal Operator. It has a larger magazine than the 92FS and P226, and is quite accurate. Unlike Battlefield 4's version, it appears to be a 9x19mm model rather than .40 S&amp;amp;W.&lt;br /&gt;
[[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|350px|CZ 75 SP-01 SHADOW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The Desert Eagle Mark XIX appears once again from Battlefield 4 although this time it is called the &amp;quot;Bald Eagle&amp;quot;. Unlike in Battlefield 4, this Desert Eagle has a chrome finish as opposed to black and is now chambered in .50 Action Express instead of .44 Magnum. It can be unlocked for both teams' Enforcer class by completing the Enforcer Assignment 2. A gold-plated version is also used by the VIP in the Crosshair game mode.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:BFHardlineBaldEagle4.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; in the outfitting menu]]&lt;br /&gt;
[[File:BFHardlineBaldEagle1.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; Ingame]]&lt;br /&gt;
[[File:BFHardlineBaldEagle2.jpg|thumb|500px|none|&amp;quot;Uh oh, where did it go?!?&amp;quot;]]&lt;br /&gt;
[[File:BFHardlineBaldEagle3.jpg|thumb|500px|none|&amp;quot;Ta-da!&amp;quot; One of the new unique reloads has the player perform some slight of hand magic to reload the &amp;quot;Bald Eagle&amp;quot;. Chances of encountering this rare reload are 1 in 10,000]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
Originally cut from release, the [[FN Five-seveN]] appears as the &amp;quot;FN57&amp;quot; in an update released alongside the Robbery DLC. The Five-seveN is the only all-class sidearm and holds 20+1 rounds.&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|none|350px|FN Five-seveN - FN 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] makes a return from ''[[Battlefield 3]]'' as the &amp;quot;G17&amp;quot;, unlocked for both teams by completing the Operator Assignment 2. It has the highest magazine capacity in its class, just ahead of the CZ-75, and has a much higher firecap than the other semi-automatic handguns&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|Glock 17 3rd Generation - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears as the default sidearm for the Professional class, being incorrectly named the 'G18C'. Its model is ported from Battlefield 4's Glock 18, which had the same slide serrations as a semi-automatic model rather than the unique ones for the 18's fire selector. It comes with a Laser Sight by default. Incidentally, it shares its Battlelog render with the Glock 17&lt;br /&gt;
[[Image: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;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK45C==&lt;br /&gt;
[[Heckler &amp;amp; Koch HK45|Heckler &amp;amp; Koch HK45C]] with threaded barrel is the default sidearm of the Enforcer kit on both teams, called &amp;quot;45T&amp;quot; in the game. By default it comes with a Mini Reflex sight.&lt;br /&gt;
[[Image:HK45C.jpg|thumb|none|350px|Heckler &amp;amp; Koch HK45C - .45 ACP]]&lt;br /&gt;
[[Image:HK45C with Threaded Barrel.jpg|thumb|none|350px|Actual Heckler &amp;amp; Koch HK45C'''T''' for comparison - .45 ACP. Note the different sights.]]&lt;br /&gt;
[[Image:BFHLHK4503.jpg|thumb|none|600px|Stock &amp;quot;HK45C&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLHK4502.jpg|thumb|none|600px|&amp;quot;HK45C&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLHK4501.jpg|thumb|none|600px|Player holding the &amp;quot;HK45C&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] appears as the 'P226' and is available for purchase by Law Enforcement Operators. It has a lower magazine size than any of the Operator's other sidearms.&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P40 Pro==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P40]] Pro appears as the '.40 Pro', and is a pistol for the Enforcer class. It can be differentiated from the standard M&amp;amp;P40 by the 5 inch barrel. Oddly for a pistol originally created for Military and Law Enforcement, it is only available for the Criminal team. It has slightly lower power than the other Enforcer handguns, but has a much higher capacity, acting sort of like the Operator's sidearms&lt;br /&gt;
[[File:S&amp;amp;W-M&amp;amp;P-40.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P40 - .40 S&amp;amp;W ACP]]&lt;br /&gt;
[[File:BFHardline40Pro.jpg|thumb|none|500px|'.40 Pro' in the selection menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 R8==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 R8]] makes its video game debut in this entry of the [[Battlefield]] series, where it can be purchased for the Law Enforcement Mechanic class. It has a higher capacity than any of the other revolvers, with 8 rounds per cylinder. It appears under the name &amp;quot;.357 RS&amp;quot;&lt;br /&gt;
[[Image:S&amp;amp;WModel327.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson 327 R8 - .357 Magnum]]&lt;br /&gt;
[[Image:BFHSW357.jpg|thumb|none|600px|S&amp;amp;W Model 327 R8 as the &amp;quot;RS357&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 642==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 642]] revolver is the default sidearm for the Mechanic on both teams; called the &amp;quot;.38 Snub&amp;quot;. It initially had an incorrect 6-round capacity during the June 2014 beta.  This has since been rectified to 5 rounds as of the February 2015 beta. It has a laser sight equipped by default, which is the only attachment it can use.&lt;br /&gt;
[[Image:S&amp;amp;W642Airweight.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 642 Airweight Snub nose revolver chambered in .38 Special]]&lt;br /&gt;
[[Image:BFHLSNUB03.jpg|thumb|none|600px|Model 642 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLSNUB02.jpg|thumb|none|600px|Model 642's iron sights.]]&lt;br /&gt;
[[Image:BFHLSNUB01.jpg|thumb|none|600px|Player holding the Model 642]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge &amp;quot;Public Defender&amp;quot;==&lt;br /&gt;
The &amp;quot;Public Defender&amp;quot; snub nose version of the [[Taurus Judge]] appears as the &amp;quot;.410 Jury&amp;quot;. It is unlocked for both teams by completing Mechanic Assignment 2&lt;br /&gt;
[[File:Taurus Judge Public Defender.jpg|thumb|none|350px|Taurus Judge &amp;quot;Public Defender&amp;quot; - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]] returns from both prior Battlefield games, again named the '.44 Magnum.' It can be purchased for the Criminal Mechanic&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|350px|Taurus Model 44 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Tactical Custom 1911==&lt;br /&gt;
The [[Colt M1911|Vickers Tactical 1911]] comes back from [[Battlefield 4]], somewhat incorrectly called &amp;quot;M1911A1&amp;quot;. It can be purchased for the Law Enforcement Enforcer class. Although it is the same model reused from ''[[Battlefield 4]]'', tritium inserts have been added and the slight misalignment of the sights has been fixed.&lt;br /&gt;
[[Image:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|350px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]]&lt;br /&gt;
[[Image:BFH1911.jpg|thumb|none|600px|Vickers tactical as &amp;quot;M1911&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45]] appears simply as the 'M/45' and can be purchased for the Law Enforcement Mechanic. It is correctly depicted as being open-bolt and lacking a fire selector, unable to chamber an extra round and limited to automatic fire. In prior betas it was a Criminal-exclusive weapon, though for balance reasons was shifted to the Law Enforcement team. It holds 36 rounds with no extra in the chamber and unlike other open-bolt weapons in the game, the bolt is pulled back at the start of an empty reload rather than the end&lt;br /&gt;
[[Image:Kp m45b.jpg|thumb|none|400px|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 series#CZ Scorpion Evo 3 A1|CZ Scorpion Evo 3 A1]] appears as the &amp;quot;Scorpion&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|400px|none|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available for purchase for the Criminal Mechanic class as the &amp;quot;P90&amp;quot;. Earlier beta versions had 40 round capacity, later corrected to 50. The game also shows the magazine to be incorrectly removed without pressing the magazine release button. By default it starts with a heavy barrel attachment which makes it appear as the civilian variant, the FN PS90.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[Image:BFHLP9002.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLP9003.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLP9001.jpg|thumb|none|600px|Stock &amp;quot;P90&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5KA4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5KA4]] is an available sub-machine gun for the Mechanic class of both teams. This is the starting weapon for the Mechanic in the February 2015 beta, and is equipped with a red dot sight, suppressor and extended magazine, which for some reason holds only 25 rounds. The weapon always has the buttcap of the MP5K-PDW, and the folding stock is optional. Attaching a muzzle device will turn it into an actual MP5K-PDW.&lt;br /&gt;
[[Image:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5KA4 (3 round burst added) with 15-round magazine - 9x19mm]]&lt;br /&gt;
[[image:MP5K-PDW.jpg|thumb|none|400px|MP5K-PDW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|MP7A1]] appears as the &amp;quot;MP7&amp;quot; in the Robbery DLC. It comes with default 40-round magazines, and is another weapon that can be used by all classes of both Law Enforcement and Criminals.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]], as the &amp;quot;UMP-45&amp;quot;, was the starting weapon for the Mechanic class in June 2014 beta. The front sight assembly is removed when equipped with optics like in [[Battlefield 4]]. In real life, this would not be possible without permanently altering the weapon. During the Feburary 2015 beta, it instead became available to purchase for the Law Enforcement Mechanic. After the beta, the UMP-45 was swapped to the Criminal team for balancing reasons, with Law Enforcement getting the M/45 in exchange&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:BFHLUMP4501.jpg|thumb|none|600px|UMP-45 being held.]]&lt;br /&gt;
[[Image:BFHLUMP4502.jpg|thumb|none|600px|UMP-45 iron sight.]]&lt;br /&gt;
[[Image:BFHLUMP4503.jpg|thumb|none|600px|Stock UMP-45 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] can be purchased for the Criminal Mechanic class. In the June Beta, it incorrectly chambered a round for 30+1 rounds, but later it was corrected to 32+0. It has a unique bolt handle that extends to the left&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[Image:BFHLUZI02.jpg|thumb|none|600px|Uzi being held.]]&lt;br /&gt;
[[Image:BFHLUZI03.jpg|thumb|none|600px|Uzi iron sight.]]&lt;br /&gt;
[[Image:BFHLUZI01.jpg|thumb|none|600px|Stock Uzi in the loadout menu]]&lt;br /&gt;
[[Image:BFHLUZI.jpg|thumb|none|600px|&amp;quot;I don't know how to Uzi.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] equipped with rails is an available machine pistol sidearm for the Professional class. The MAC-10 in game has an aftermarket upper receiver, which adds a full-length top rail and relocates the bolt handle to the side. It can be unlocked by completing Professional Assignment 2, and can be used by both teams. By default it starts with a Suppressor and a Stock option and a small magazine size of only 15 rounds, and at first was incorrectly depicted as being able to have an additional round in the chamber, despite the real MAC-10 being open-bolt. In the final release of the game, the MAC-10 is indeed shown as an open-bolt weapon&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|none|300px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:BFHMAC10.jpg|thumb|none|600px|MAC-10 in the loadout menu. The charging handle has been moved to the side, to allow for a top rail.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
A full-auto converted [[Intratec TEC-9]] is available for purchase for the Criminal Professional class. It chambers +1 round, which is correct as the TEC-9 is a closed-bolt gun. (Only the original KG-9 is open-bolt) The magazine is shown to be incorrectly holding 20 rounds in a 32 rounds magazine, but this is corrected to 32 with use of the &amp;quot;Extended Magazines&amp;quot; option.&lt;br /&gt;
[[Image:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFHLTEC901.jpg|thumb|none|600px|TEC-9 being held.]]&lt;br /&gt;
[[Image:BFHLTEC902.jpg|thumb|none|600px|TEC-9 iron sight.]]&lt;br /&gt;
[[Image:BFHLTEC903.jpg|thumb|none|600px|Stock TEC-9 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==KRISS K10==&lt;br /&gt;
The [[TDI Vector|KRISS K10]] appears as the 'K10' and can be purchased for the Law Enforcement Mechanic, with an astounding RPM of 1200. To balance out its firing rate, its accuracy is quite low. It also has a slightly below-average magazine size of 25+1&lt;br /&gt;
[[Image:K102.jpg|thumb|none|400px|KRISS K10 with barrel RIS - .45 ACP / 9x19mm Para / .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
An [[M1A1 Thompson]] is introduced in patch 1.04 that was released alongside the Battlefield Hardline: Criminal Activity expansion, although the expansion is not required to own the weapon, which appears simply as ''M1A1''. It was the first of a few primary weapons that can be used by all classes. It is equipped with a 30-round magazine by default, and the extended magazine incorrectly gives it the 50-round drum, despite the real M1/M1A1 Thompson not accepting the 50 round drum magazines used on the M1921/M1928A1. It can also equip a stubby grip, but no barrel attachments or different sights. Unlike other weapons, it cannot use camouflages, instead only able to use the Bronze, Silver, or Gold finishes. Curiously, no bolt operation seems to be seen when the weapon is reloaded while empty&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:BFH M1A1.jpg|thumb|none|600px|Unmodified M1A1 Thompson in the loadout menu.]]&lt;br /&gt;
[[Image:BFH M1A1 fgrip ext mag.jpg|thumb|none|600px|M1A1 with 50-round drum magazine and foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] can be unlocked for both teams' Mechanic class by completing the Mechanic Syndicate assignment. By default, it is equipped with a red dot and laser sight.&lt;br /&gt;
[[Image:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFH FMG9 01.jpg|thumb|none|600px|Unmodified FMG-9 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
[[SIG-Sauer MPX]] returns from Battlefield 4 as a purchasable weapon for the Law Enforcement Mechanic, and is chambered in .40 S&amp;amp;W. It has 30 rounds in the magazine. Unlike Battlefield 4, its stock is now collapsed by default but can be extended with the Stock accessory, reducing recoil. It is anachronistic to the first part of the single-player story set in 2012, since the MPX was developed in 2013.&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
[[SPAS-12]] returns from previous Battlefield games for the Criminal Enforcer class, but this time around is set to semi-automatic rather than pump-action. Has 8 + 1 capacity. Despite its semi-automatic firing, waiting after a shot will still cause a pumping animation, and the ejection port seems frozen shut during an empty reload&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37 &amp;quot;Stakeout&amp;quot;==&lt;br /&gt;
The [[Ithaca 37]] in &amp;quot;Stakeout&amp;quot; configuration is an available shotgun for the Police Enforcer class, known as &amp;quot;37 Stakeout&amp;quot; in game. It has the length and wooden forearm of the standard &amp;quot;Stakeout&amp;quot;, but has the heat shield and unique foregrip of the ''[[Miami Vice]]'' movie gun seen below. The foregrip is somehow installed over the forearm. Strangely, a  identical configuration was seen in ''[[Grand Theft Auto: Vice City]]''. It can be bought for the Law Enforcement Enforcer, and can be unlocked early on in the single-player story. It holds 5+1 shells and has a tighter spread than the 870&lt;br /&gt;
[[Image:Custom37.jpg|thumb|none|400px|Customized Ithaca 37 &amp;quot;Stakeout&amp;quot; with Pachymar pistol grip, vertical foregrip, and heat shield - 12 gauge. This movie gun was seen in ''[[Miami Vice]]'' and various films.]]&lt;br /&gt;
[[Image:Stakeout-1-.jpg|thumb|none|400px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
[[Kel-Tec KSG]] is available in Criminal Activity DLC, appearing as KSG12, and holding 14 shells. It exclusive to the Enforcer class on the Law Enforcement team and can be bought fairly cheap, requiring no assignment to complete unlike previous Battlefield games' DLC weapons. Like in other video games featuring the KSG, the two magazine tubes are incorrectly treated as one continuous tube, as the the magazine selector is never operated.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|400px|Kel-Tec KSG with Magpul RVG foregrip - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Marine Magnum==&lt;br /&gt;
The [[Remington 870 Marine Magnum]] is the default weapon for the Enforcer class as the &amp;quot;870P Magnum&amp;quot;, taking the MG36's place during the June 2014 beta as this class' default weapon, as the MG36, along with all other LMGs, are now Battle Pickups as of the February 2015 beta. It has a rail attached to the top of the receiver. By default it is equipped with a Tactical Light, which differs from a regular flashlight in that it only activates when aiming&lt;br /&gt;
[[Image:Remington870MarineMagnum.jpg|thumb|none|400px|Remington 870 Marine Magnum - 12 Gauge]]&lt;br /&gt;
[[Image:BFHLR87001.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR87002.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLR87003.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; with a flashlight attched in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Izhmash Saiga series shotgun#Saiga 12|Saiga-12K]] appears as the &amp;quot;Saiga 12&amp;quot; in the Robbery DLC. &lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Side by Side Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed-Off Side by Side Shotgun]] is unlocked by the Enforcer class as the &amp;quot;Double-Barrel Shotgun&amp;quot;. It is unlocked by completing the Enforcer Syndicate assignment. When reloading, even if only one shot is fired, both shells are replaced.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Sawed-Off Remington SBS - 12 gauge]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF01.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF02.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF03.jpg|thumb|none|600px|Stock &amp;quot;Sawed Off Shotgun&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==12 Gauge Side-by-Side Shotgun==&lt;br /&gt;
Buying the &amp;quot;Long Barrel&amp;quot; and &amp;quot;Stock&amp;quot; attachments for the sawed-off shotgun will turn it into a full-length [[12 Gauge Double Barreled Shotgun|12 gauge Side-by-Side Shotgun]].&lt;br /&gt;
[[Image:BaikalSBSShotgun.jpg|thumb|none|400px|Baikal SBS shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is available to the Criminal Operator class. Earlier betas had a railed handguard, but it was later changed to the original wood furniture (equipping anything in the Accessory slot will return the RIS handguard). It has higher damage and better range than the other Operator weapons, but is hard to control and fires slower than the rest.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:BFHLAKM02.jpg|thumb|none|600px|AKM being held.]]&lt;br /&gt;
[[Image:BFHLAKM03.jpg|thumb|none|600px|AKM iron sight.]]&lt;br /&gt;
[[Image:BFHLAKM01.jpg|thumb|none|600px|Stock AKM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is an available carbine for the Criminal team's Operator class. It uses an aftermarket railed handguard and is equipped with a laser sight by default.&lt;br /&gt;
[[Image:AKS74U-RIS.jpg|thumb|none|400px|AKS-74U with railed handguard - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
The [[Bushmaster ACR]] is available to the Operator class as the &amp;quot;ACW-R&amp;quot;. It is featured in-game as a Carbine. It was only available for pre-ordering the game or purchasing the Deluxe Edition Upgrade. As of the Robbery DLC, it is free to all players&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, five-sided handguard, and Magpul MBUS sights &amp;amp; PMag magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[Colt M16A4]] is depicted as a fully automatic &amp;quot;M16A3&amp;quot;, similar to [[Battlefield 3]]. It can be purchased by the Law Enforcement Operator, though in early betas was the kit's default weapon.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope - 5.56x45mm. This is the USMC style setup.]]&lt;br /&gt;
[[Image:BFHLM16A30Hold.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; being held. Evident in this screenshot are the incorrectly raised receiver rails, resulting in a small gap between the rear of the carrying handle and the receiver. This is possibly due to needing to match the height of the new handguard rail model (discussed in a following screenshot caption).]]&lt;br /&gt;
[[Image:BFHLM16A302.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; iron sight. Like in BF3 and BF4, the ghost ring assembly is incorrectly modelled with the small aperture style ring but with the opening of a large aperture.]]&lt;br /&gt;
[[Image:BFHLM16A303.jpg|thumb|none|600px|Stock &amp;quot;M16A3&amp;quot; in the loadout menu. Note the long-awaited bayonet lug has been added with a sling swivel (though the swivel should be mounted on the rear lug of the front sight base) along with a new Daniel Defense M4 12.0 free float handguard (a Knight's Armament Company RAS M5 in previous titles).]]&lt;br /&gt;
[[Image:BFHLM16A301.jpg‎|thumb|none|600px|Promotional screenshot of the &amp;quot;M16A3&amp;quot;; this SWAT officer's misfortune at least gives us good lighting on his newly upgraded Magpul PMAGs. Note that the character seems to be using the CIRAS maritime body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] is featured as the &amp;quot;RO933&amp;quot; and is the starting carbine for the Operator class. By default it is equipped with a stubby grip, a flash hider, and an Aimpoint Micro T1 sight&lt;br /&gt;
[[Image:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHardlineRO933.jpg|thumb|none|500px|&amp;quot;RO933&amp;quot; Ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears as the &amp;quot;MDC&amp;quot; (Despite being modeled as Full sized MDR) in the Robbery DLC.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|450px|none|Desert Tech Micro Dynamic Rifle - 5.56x45mm NATO / 7.62x51mm / 7.62x39mm / .300 AAC / 6.8x43mm SPC. This is a pre-production model with 3D printed furnishings first shown in 2014: the current version has an ambidextrous charging handle rather than a reversible one, what appears to be a release catch on the handguard, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[file:Desert Tech MDR-C.jpg|thumb|450px|none|'''The Actual''' Desert Tech Micro Dynamic Rifle Compact - 5.56x45mm NATO / 7.62x51mm / 7.62x39mm / .300 AAC / 6.8x43mm SPC]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] can be purchased for the Criminal Enforcer and appears as &amp;quot;SA-58 OSW&amp;quot;. It holds 20+1 rounds and comes with a PK-A 3.5x scope by default&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BfhlbetaFal1.jpg|thumb|none|600px|The SA58 OSW being held.]]&lt;br /&gt;
[[Image:BfhlbetaFal2.jpg|thumb|none|600px|The SA58 OSW's iron sights.]]&lt;br /&gt;
[[Image:BfhlbetaFal3.jpg|thumb|none|600px|Chambering a new round. ]]&lt;br /&gt;
[[Image:BfhlbetaFal4.jpg|thumb|none|600px|The SA58 OSW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Operator class. It is currently only available for pre-ordering the game or buying the Deluxe Edition Upgrade. Equipped with an ACOG scope by default, it has a fire rate of 675 RPM in-game. Player characters in-game reload the weapon rather slowly in comparison to other weapons with an empty reload taking 4.2 seconds. &lt;br /&gt;
[[File:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Surbaissé==&lt;br /&gt;
The [[FAMAS#FAMAS FELIN|FAMAS Surbaissé]] appears as the &amp;quot;Famas&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:Famas-felin.jpg|thumb|none|450px|FAMAS Surbaissé with infrared scope - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000==&lt;br /&gt;
The [[FN F2000]] appears as the &amp;quot;F2000&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:F2000.jpg|thumb|none|450px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
When equipped with optics, the F2000 becomes an [[FN F2000 Tactical]].&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|450px|FN F2000 Tactical with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
[[FN FAL]] is available in Criminal Activity DLC for the Criminal Enforcer class. With the stock attachment, it becomes a synthetic furniture model.  It is nearly identical to its more modern counterpart except for a faster rate of fire.&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|450px|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFH FN FAL 01.jpg|thumb|none|600px|Default FN FAL in the loadout menu.]]&lt;br /&gt;
[[Image:BFH FN FAL 02.jpg|thumb|none|600px|FN FAL with the &amp;quot;Stock&amp;quot; attachment, which gives the entire weapon synthetic furtniture.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The Third Generation [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]], listed in-game as the &amp;quot;SCAR-H&amp;quot;, is an unlockable heavy carbine for the Law Enforcement Enforcer. With the heavy barrel attachment, it becomes a mid length SCAR-H STD. The game also shows the incorrectly pressing the magazine release button while empty reload. &lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
[[Heckler &amp;amp; Koch G36C]] is available to purchase for the Law Enforcement Operator class. Like in Battlefield 4, during the beta it has an incorrect rate of fire of 650 rounds per minute instead of 750. but was corrected in the full game to it's proper 750 RPM. In betas, it was exclusive to the Criminal team, but was swapped after the February beta for balancing reasons&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36C02.jpg|thumb|none|600px|G36C being held.]]&lt;br /&gt;
[[Image:BFHLG36C03.jpg|thumb|none|600px|G36C iron sight.]]&lt;br /&gt;
[[Image:BFHLG36C01.jpg|thumb|none|600px|Stock G36C in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36E/KV Hybrid==&lt;br /&gt;
During the June 2014 beta, the [[Heckler &amp;amp; Koch G36|H&amp;amp;K G36E/KV Hybrid]] was the default Enforcer weapon, fitted with a 100-round drum C-Mag. The game refers it as the &amp;quot;MG36&amp;quot; LMG variant, but it is obviously NOT an MG36 since H&amp;amp;K only produced few MG36s with export sight; the weapon in-game is depicted as having the G36KV carrying handle/railmount. When equipped with iron sights, it uses backup iron sights as opposed to the sights mounted on the G36KV carrying handle as they are absent. The gun also shows the bolt being still even when the gun is fired.  As of the February 2015 beta, this weapon is no longer available to the Enforcer, as it, along with other LMGs, are now Battle Pickups. It always spawns with a CompM4S Sight, Muzzle Brake and Laser Sight and can be equipped from the trunk of a player's car with the LMG Armory vehicle upgrade. &lt;br /&gt;
[[Image:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with rail top carry handle - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:HKG36E-KV(MG36).jpg‎|thumb|none|450px|'''Airsoft''' A Hybrid of the G36E/KV which is often confused as the &amp;quot;MG36&amp;quot; Configuration -(fake) 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36K01.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLG36K02.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLG36K04.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; with an EOtech holographic sight.]]&lt;br /&gt;
[[Image:BFHLG36K03.jpg|thumb|none|600px|Stock &amp;quot;MG36&amp;quot;  in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] with 10.4 inch barrel is available to the Criminal Operator class as the &amp;quot;M416&amp;quot;. With the heavy barrel attachment, it becomes a mid length 14.5 inch barrel. In betas, it was exclusive to the Law Enforcement team, though after the Februrary beta was changed to the Criminal team for balancing. It is tied with the RO933 for the highest rate of fire in its weapon class&lt;br /&gt;
[[File:HK416 current.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 D10RS with 10.4 inch barrel - 5.56x45mm NATO.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK51==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK51]] is available for the Criminal Enforcer class. It has a slow rate of fire and its collapsible stock is extended by default&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|Heckler &amp;amp; Koch HK51 - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM]] is available to the Operator class as the &amp;quot;ARM&amp;quot;. It holds an extremely high capacity of 50 rounds and can be unlocked by completing the Operator Syndicate assignment.&lt;br /&gt;
[[File:Galil.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFH Galil ARM 01.jpg|thumb|none|600px|Default ARM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE N 21==&lt;br /&gt;
The [[Galil ACE|Galil ACE N 21]] is available to the Operator class as the &amp;quot;CAR-556&amp;quot;. It's currently only available for pre-ordering the game or buying the Deluxe Edition Upgrade. It posses the second largest magazine capacity of the Operator Weapons (with the ARM being first) holding 40 rounds.&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] appears in the Robbery DLC, incorrectly called &amp;quot;M1&amp;quot; only. It fitted with 30 rounds magazines and a folded stock by default. With the stock attachment, the stock becomes unfolded. Like the M1A1 Thompson, the M1A1 Carbine is one of the few primary weapon that can be used by all classes. Also similarly to the M1A1 Thompson, it has very limited attachments available, as it can only use stock, stubby grip and flash hider attachments. &lt;br /&gt;
[[Image:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The Ohio Ordnance HCAR is available for the Law Enforcement Enforcer class. Much like its counterpart on the Criminal team, the HK-51, it has a slow rate of fire but high power. Holds 30+1 rounds. It is anachronistic to the first part of the single-player story set in 2012, as the HCAR was announced in 2013.&lt;br /&gt;
[[File:HCAR.jpg|thumb|none|450px|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==PTR 91==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3#PTR 91|PTR 91]] is available as a marksman rifle to the Criminal Professional class.&lt;br /&gt;
[[File:PTR91NEW.jpg‎|thumb|none|450px|PTR 91 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLPTR02.jpg|thumb|none|600px|PTR-91 being held.]]&lt;br /&gt;
[[Image:BFHLPTR03.jpg|thumb|none|600px|PTR-91 iron sight.]]&lt;br /&gt;
[[Image:BFHLPTR01.jpg|thumb|none|600px|Stock PTR-91 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK light machine gun]] appears as the &amp;quot;RPK&amp;quot; in the Robbery DLC. Like the Galil ARM, RPK holds an extremely high capacity of 50 rounds drum magazines (Actual RPK's drum magazines hold 75 rounds) and now categorized as Assault Rifle. Like the AKM, RPK fitted original wood handguard by default. when equipping anything in the Accessory slot, it became the RIS handguard.&lt;br /&gt;
[[Image:Rpk 01 drum.jpg|thumb|none|450px|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG StG 57 / SG 510-4 Hybrid==&lt;br /&gt;
[[SIG SG 510]] is available in Criminal Activity DLC for the Law Enforcement Enforcer class. Its modelled after both StG 57 and SG 510-4, as it has the overall black furniture and stock of StG 57, but ironsights and charging handle are from SG 510-4, and it is chambered in 7.62x51mm NATO. The default magazine holds 24 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:SIGSG510-4.jpg|thumb|450px|none|SIG SG 510-4 Battle Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SIG-StG-57.jpg|thumb|450px|none|SIG StG 57 Battle Rifle - 7.5mm Swiss]]&lt;br /&gt;
[[Image:BFH SG510.jpg |thumb|600px|none|Default SG 510 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] is available to the Law Enforcement Operator class as the &amp;quot;SG553&amp;quot;. It is equipped by default with an SRS Red Dot. &lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|none|450px|SIG SG 553 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==SAIGA 308==&lt;br /&gt;
The [[SAIGA 308]] as the &amp;quot;SAIGA .308&amp;quot; can be purchased for the Criminal Professional class. As of the beta, no iron sight is available to this gun. Due to either modeling or point of perspective, when viewed from the first person, the scope seems ridiculously large. In the full game, correct iron sights have been added, replicating the AKM ironsights.&lt;br /&gt;
[[Image:Saiga 308.jpg|thumb|none|450px|SAIGA 308 - 7.62х51mm NATO]]&lt;br /&gt;
[[Image:BFHLSAIGA30802.jpg|thumb|none|600px|&amp;quot;SAIGA .308&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAIGA30801.jpg|thumb|none|600px|Stock &amp;quot;SAIGA .308&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[M14 Rifle#Springfield Armory M1A SOCOM 16|Springfield Armory M1A SOCOM 16]] ,  known simply as &amp;quot;SOCOM 16&amp;quot;, is a marksman rifle for the Law Enforcement Professional class.  With the heavy barrel attachment, it becomes a full length M1A.&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|450px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As noted in the intro, man-portable machine guns are Battle Pickups in this entry of the series, and are no longer part of any class' kit.&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] comes back from the previous [[Battlefield]] series. It spawns on some maps as a Battle Pickup equipped with a Holographic sight and a stubby grip. &lt;br /&gt;
[[Image:M240-1.jpg‎|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHM240B.jpg|thumb|none|600px|The M240B in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para==&lt;br /&gt;
An [[M249]] was featured in the Beta on the Counter/Heavy Attack Truck, being used by the secondary gunner and was available for the Enforcer class during early beta's. Now in the full game it is a Battle Pickup instead, and appears as the backdoor weapon for the SUV as well.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg‎|thumb|none|450px|FN M249 Para - 5.56x45mm]]&lt;br /&gt;
[[Image:BFHLSAW01.jpg‎|thumb|none|600px|M249 SAW mounted on top of the Mk19 grenade launcher and M2HB machine gun, that is mounted on top of a Counter/Heavy Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
[[PKP Pecheneg]] is mounted on Criminals' Hardened Attack Truck. It is the default gun used by the driver.&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg machine gun with ammo box - 7.62x54mm R.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==AAC Integrally Suppressed Remington 700==&lt;br /&gt;
The AAC Integrally Suppressed [[Remington 700]] appears as the &amp;quot;.300 Knockout&amp;quot;. It can be unlocked for both teams by completing the Professional Syndicate assignment. It also comes with a straight-pull bult by default&lt;br /&gt;
[[Image:Img 5166-tfb.jpg|thumb|none|450px|AAC Integrally Suppressed Remington 700 - .300 BLK]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M82 rifle series#Barrett M107|Barrett M107]] appears as the &amp;quot;M82 .416&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|450px|Barrett M107 - .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]]. This time around, it is correctly designated &amp;quot;AWM&amp;quot;, and correctly chambered in .338 Magnum. It can be purchased for the Criminal Professional.&lt;br /&gt;
[[Image:AI L115A3.jpg|thumb|none|450px|Accuracy International AWM-F - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BFHAWMF.jpg|thumb|none|600px|The hidden incomplete &amp;quot;AWM&amp;quot; on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s AWM-F.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 Enhanced Combat Carbine==&lt;br /&gt;
The [[Knight's Armament SR-25|SR-25 Enhanced Combat Carbine]] appear as &amp;quot;SR-25 ECC&amp;quot;. It can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm]]&lt;br /&gt;
[[Image:BFHSR25.jpg|thumb|none|600px|The hidden incomplete &amp;quot;SR-25 ECC&amp;quot; in the loadout menu on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s Mk 11 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700LTR==&lt;br /&gt;
The [[Remington 700| Remington 700 LTR]], as &amp;quot;R700LTR&amp;quot;, was the default weapon of the Professional class in the June 2014 beta. It is equipped with a fluted barrel. Currently it can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Rem700.jpg|thumb|none|450px|Remington Model 700P LTR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLR70001.jpg|thumb|none|600px|&amp;quot;R700 LTR&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR70002.jpg|thumb|none|600px|Stock &amp;quot;R700 LTR&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Elite==&lt;br /&gt;
The [[Steyr Elite]] appear as &amp;quot;Scout Elite&amp;quot;, is the default weapon of the Professional class starting with the February 2015 beta. By default it is equipped with a straight-pull bolt accessory, removing the need to unscope between aimed shots. Unlike the heavier bolt-action rifles, it comes with only a 6x scope by default, rather than 8x&lt;br /&gt;
[[Image:ELITE.jpeg|thumb|none|450px|Steyr Elite - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Both the Stinger and the RPG-7 were available gadgets for the Mechanic class during the June 2014 beta, but these have since been relegated to Battle Pickups.&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
[[FIM-92A Stinger]] is available as a pick-up weapon only. Just how the police and a criminal syndicate can get a hold of this advanced military grade weapon is beyond anyone's guess, but it functions just like the previous games. The Anti-Air Armory upgrade for certain vehicles allows it to be claimed from their trunk.&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:BFHLStinger01.jpg|thumb|none|600px|Player holding the Stinger.]]&lt;br /&gt;
[[Image:BFHLStinger02.jpg|thumb|none|600px|Player aiming down the sights of the Stinger.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is available to the Law Enforcement Mechanic class. The descrition of the weapon reads &amp;quot;''It's not exactly clear how Law Enforcement got a hold of this baby. A breach-loading launcher, it fires a 40mm high explosive grenade that is effective against light vehicles and agents.''&amp;quot; As in the previous two games, 40mm grenades are more useful for finishing weakened enemies off or taking down vehicles than for direct kills&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|275px|H&amp;amp;K M320 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The M79 is available for the Criminal Mechanic Class. It's description states that the weapon was (obviously) not obtained through legal channels. It functions identically to the M320&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
The [[M79 grenade launcher]] is the criminals' counterpart to the M320.&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The SMAW spawns as a Battle Pickup throughout some maps. It is a single shot weapon, being discarded upon use (similar to [[Battlefield 4]]'s AT4) and is much more powerful than the RPG-7. &lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] can no longer be equipped by the Mechanic class, but can be picked up from various locations. The Anti-Armor Armory upgrade for certain vehicles allows it to be claimed from the vehicle's trunk.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BFHLRPG701.jpg|thumb|none|600px|Player holding the RPG-7V2.]]&lt;br /&gt;
[[Image:BFHLRPG702.jpg|thumb|none|600px|Sights of the RPG-7V2.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==AN/M14 incendiary grenade==&lt;br /&gt;
Available to purchase for any class. Incendiaries (and molotovs) thrown by teammates will have blue fire. Two are carried at once&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 incendiary grenade]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
Available for purchase for any class. As in Battlefield 4, smoke clouds can prevent spotting&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|120px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 fragmentation hand grenade==&lt;br /&gt;
Every class in the game can equip one [[M67 hand grenade|M67 fragmentation hand grenade]]. It is the default grenade&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|150px|M67 fragmentation hand grenade]]&lt;br /&gt;
[[Image:BFHLM6701.jpg|thumb|none|600px|Player holding the M67.]]&lt;br /&gt;
[[Image:BFHLM6702.jpg|thumb|none|600px|M67 on the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
Available for purchase for any class. Players using the Flashbang can carry 2 at a time&lt;br /&gt;
[[Image:M84stun.jpg|thumb|none|100px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears on many vehicles. It is the main weapon for the Counter Attack Trucks. It is also the default door gunner weapon for the transport helicopters, and can be purchased for the SUVs to replace the default M134.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BFHLM201.jpg|thumb|none|600px|Heavy/Counter Attack Truck with the M2HB mounted on top]]&lt;br /&gt;
&lt;br /&gt;
==FN M3M==&lt;br /&gt;
The [[Browning M3#FN GAU-21|FN M3M]] is purchasable for the SUV turret, and the helicopter door gunners, referred to as &amp;quot;M3M&amp;quot;. It differs from the M2HB by having a higher rate of fire.&lt;br /&gt;
[[image:FN GAU-21.jpg|thumb|none|400px|FN M3M (designated GAU-21 in the US military) - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is also mounted on the Counter Attack Truck as a secondary weapon to the [[Browning M2HB]], it can be customized to fire 25mm flechette ammunition.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BFHLMK1901.jpg|thumb|none|600px|Mk 19 grenade launcher on a police Counter Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
[[M134 Minigun]]s are mounted on the Transport Helicopters, Armoured SUV and Attack Helicopter's nose mount.&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHLM13401.jpg|thumb|none|600px|M134 mounted on top of a Armoured Van.]]&lt;br /&gt;
[[Image:BFHLM13403.jpg|thumb|none|600px|Armoured Van with M134 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLM13402.jpg|thumb|none|600px|M134 mounted on top of a Transport Helicopter.]]&lt;br /&gt;
[[Image:BFHLM13404.jpg|thumb|none|600px|Transport Helicopter with M134 in the loadout menu]]&lt;br /&gt;
[[Image:BFHLM13405.jpg|thumb|none|600px|M134 mounted on the nose of the Attack Helicopter.]]&lt;br /&gt;
&lt;br /&gt;
=Misc.=&lt;br /&gt;
&lt;br /&gt;
==Taser X26E==&lt;br /&gt;
The [[Taser#X26|Taser X26E]] appears as an all-kit gadget, in the sidearm slot. It is called &amp;quot;T62 CEW&amp;quot; (for '''C'''onducted '''E'''nergy '''W'''eapon, the official classification for Taser-like weapons) in the game. The ingame version can mount a reflex sight, something not possible with the real-life weapon, and indeed the ingame model shows no rails or other attachment points where one could be mounted. The reticle consists of a large white circle, and two green dots appear in the center if an enemy is within range. Enemies hit with the Taser will visibly spark for several seconds and collapse, and Taser takedowns will award a &amp;quot;Non-Lethal Takedown&amp;quot; score bonus, in addition to allowing players to interrogate the stunned enemy&lt;br /&gt;
[[Image:X26-tazer.jpg|thumb|none|401px|X26E Taser with safety cap on]]&lt;br /&gt;
[[Image:BFHLTaser01.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; being reloaded.]]&lt;br /&gt;
[[Image:BFHLTaser02.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: War]]&lt;br /&gt;
[[Category: Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=962734</id>
		<title>Battlefield Hardline</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=962734"/>
		<updated>2015-09-22T06:44:23Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* M1A1 Thompson */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield Hardline&lt;br /&gt;
|picture=BF Hardline.jpg&lt;br /&gt;
|caption=''Promotional artwork''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=March 17, 2015&lt;br /&gt;
|developer=Visceral&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox 360&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Battlefield Hardline'' is the latest game coming out for the ''[[Battlefield]]'' series, focusing on criminals and police warfare instead of pitting armies against each other.&lt;br /&gt;
&lt;br /&gt;
As in previous games, player take on as one of four classes:&lt;br /&gt;
&lt;br /&gt;
*Operator is akin to the Assault/Medic class, wielding assault rifles and carbines, able to revive and heal other players, and for the first time in the series, revive him/herself under certain conditions.&lt;br /&gt;
*Enforcer is a powerhouse class, wielding high-caliber battle rifles, heavy carbines, and shotguns, as well as dropping ammo for allies. A riot shield and C4 explosive is also unlocked by this class.&lt;br /&gt;
*Mechanic class is the stand in for the Engineer, using sub-machine guns and revolvers. Due to a lesser emphasis on vehicles, the Mechanic now gets more unique equipment like torso armor or the deployable spawn point, though still retains a 40mm grenade launcher and repair tool&lt;br /&gt;
*Professional class is the Recon/Sniper of this game, unlocking both bolt action and high caliber semi-automatic weapons. Gadgets available to this class include the trip mine and a surveillance camera.&lt;br /&gt;
&lt;br /&gt;
All of the classes are capable of equipping a zip-line crossbow, grappling hook launcher, gas mask, or a driving upgrade in place of either or both of their unique gadgets&lt;br /&gt;
&lt;br /&gt;
Rocket launchers and light machine guns are not available to any class, but can be found in locations on the map, or stored in the trunk of a car if the proper upgrade has been purchased for it&lt;br /&gt;
&lt;br /&gt;
As in many prior Battlefield games, most weapons are exclusive to one side when purchased, such as the Saiga .308 being only usable by the criminals, or the SCAR-H only being usable by the police. However, obtaining 1250 kills with a specific weapon allows players to purchase a Weapon License, letting them use it regardless of their team&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER*: As of June 12 2014, the screenshots posted here are from the game's beta trial, thus representing the unfinished product. It is quite possible that these weapons are unfinished, expect some of these screenshots to be replaced when the the actual game releases. &lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Unlike previous games in the series, pistols are now class-specific, sorted in different categories. The Operator kit uses the lower-caliber semi-automatics, such as the 92FS and Glock 17. The Mechanic uses revolvers, including the Judge. The Enforcer kit uses heavier pistols such as the M1911 and Desert Eagle, and the Professional uses machine pistols such as the Glock 18 and MAC-10&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] makes an appearance as the &amp;quot;92FS&amp;quot;, and is the starting weapon of the Operator for both factions, and by default comes with improved ironsights. In single-player it is also a default weapon for Nick Mendoza.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:BFHL92FSLoadout.jpg|thumb|none|600px|Stock &amp;quot;92FS&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHL92FS03.jpg|thumb|none|600px|&amp;quot;92FS&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHL92FS02.jpg|thumb|none|600px|Player holding the &amp;quot;92FS&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;93R&amp;quot;==&lt;br /&gt;
The [[Beretta 93R|Beretta 92FS &amp;quot;93R&amp;quot;]] was originally one of the &amp;quot;hidden guns&amp;quot;, it's the same &amp;quot;93R&amp;quot; from [[Battlefield 3]] which, of course, it's a normal [[Beretta 92FS|92FS]] with a resemblance of the 93R. Unlike Battlefield 4's model, it has the extended magazine and ported barrel as it had in Battlefield 3. It is the only burst-fire machine pistol and is exclusive to Law Enforcement Professional Class.&lt;br /&gt;
[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:BFH93R.jpg|thumb|none|600px|Beretta 92FS as the &amp;quot;M93R&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 SP-01 SHADOW==&lt;br /&gt;
The [[CZ 75#CZ 75 SP-01 SHADOW|CZ-75 SP-01 SHADOW]] appears simply as the 'CZ-75' and can be purchased for the Criminal Operator. It has a larger magazine than the 92FS and P226, and is quite accurate. Unlike Battlefield 4's version, it appears to be a 9x19mm model rather than .40 S&amp;amp;W.&lt;br /&gt;
[[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|350px|CZ 75 SP-01 SHADOW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The Desert Eagle Mark XIX appears once again from Battlefield 4 although this time it is called the &amp;quot;Bald Eagle&amp;quot;. Unlike in Battlefield 4, this Desert Eagle has a chrome finish as opposed to black and is now chambered in .50 Action Express instead of .44 Magnum. It can be unlocked for both teams' Enforcer class by completing the Enforcer Assignment 2. A gold-plated version is also used by the VIP in the Crosshair game mode.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:BFHardlineBaldEagle4.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; in the outfitting menu]]&lt;br /&gt;
[[File:BFHardlineBaldEagle1.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; Ingame]]&lt;br /&gt;
[[File:BFHardlineBaldEagle2.jpg|thumb|500px|none|&amp;quot;Uh oh, where did it go?!?&amp;quot;]]&lt;br /&gt;
[[File:BFHardlineBaldEagle3.jpg|thumb|500px|none|&amp;quot;Ta-da!&amp;quot; One of the new unique reloads has the player perform some slight of hand magic to reload the &amp;quot;Bald Eagle&amp;quot;. Chances of encountering this rare reload are 1 in 10,000]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
Originally cut from release, the [[FN Five-seveN]] appears as the &amp;quot;FN57&amp;quot; in an update released alongside the Robbery DLC. The Five-seveN is the only all-class sidearm and holds 20+1 rounds.&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|none|350px|FN Five-seveN - FN 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] makes a return from ''[[Battlefield 3]]'' as the &amp;quot;G17&amp;quot;, unlocked for both teams by completing the Operator Assignment 2. It has the highest magazine capacity in its class, just ahead of the CZ-75, and has a much higher firecap than the other semi-automatic handguns&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|Glock 17 3rd Generation - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears as the default sidearm for the Professional class, being incorrectly named the 'G18C'. Its model is ported from Battlefield 4's Glock 18, which had the same slide serrations as a semi-automatic model rather than the unique ones for the 18's fire selector. It comes with a Laser Sight by default. Incidentally, it shares its Battlelog render with the Glock 17&lt;br /&gt;
[[Image: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;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK45C==&lt;br /&gt;
[[Heckler &amp;amp; Koch HK45|Heckler &amp;amp; Koch HK45C]] with threaded barrel is the default sidearm of the Enforcer kit on both teams, called &amp;quot;45T&amp;quot; in the game. By default it comes with a Mini Reflex sight.&lt;br /&gt;
[[Image:HK45C.jpg|thumb|none|350px|Heckler &amp;amp; Koch HK45C - .45 ACP]]&lt;br /&gt;
[[Image:HK45C with Threaded Barrel.jpg|thumb|none|350px|Actual Heckler &amp;amp; Koch HK45C'''T''' for comparison - .45 ACP. Note the different sights.]]&lt;br /&gt;
[[Image:BFHLHK4503.jpg|thumb|none|600px|Stock &amp;quot;HK45C&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLHK4502.jpg|thumb|none|600px|&amp;quot;HK45C&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLHK4501.jpg|thumb|none|600px|Player holding the &amp;quot;HK45C&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] appears as the 'P226' and is available for purchase by Law Enforcement Operators. It has a lower magazine size than any of the Operator's other sidearms.&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P40 Pro==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P40]] Pro appears as the '.40 Pro', and is a pistol for the Enforcer class. It can be differentiated from the standard M&amp;amp;P40 by the 5 inch barrel. Oddly for a pistol originally created for Military and Law Enforcement, it is only available for the Criminal team. It has slightly lower power than the other Enforcer handguns, but has a much higher capacity, acting sort of like the Operator's sidearms&lt;br /&gt;
[[File:S&amp;amp;W-M&amp;amp;P-40.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P40 - .40 S&amp;amp;W ACP]]&lt;br /&gt;
[[File:BFHardline40Pro.jpg|thumb|none|500px|'.40 Pro' in the selection menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 R8==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 R8]] makes its video game debut in this entry of the [[Battlefield]] series, where it can be purchased for the Law Enforcement Mechanic class. It has a higher capacity than any of the other revolvers, with 8 rounds per cylinder. It appears under the name &amp;quot;.357 RS&amp;quot;&lt;br /&gt;
[[Image:S&amp;amp;WModel327.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson 327 R8 - .357 Magnum]]&lt;br /&gt;
[[Image:BFHSW357.jpg|thumb|none|600px|S&amp;amp;W Model 327 R8 as the &amp;quot;RS357&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 642==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 642]] revolver is the default sidearm for the Mechanic on both teams; called the &amp;quot;.38 Snub&amp;quot;. It initially had an incorrect 6-round capacity during the June 2014 beta.  This has since been rectified to 5 rounds as of the February 2015 beta. It has a laser sight equipped by default, which is the only attachment it can use.&lt;br /&gt;
[[Image:S&amp;amp;W642Airweight.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 642 Airweight Snub nose revolver chambered in .38 Special]]&lt;br /&gt;
[[Image:BFHLSNUB03.jpg|thumb|none|600px|Model 642 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLSNUB02.jpg|thumb|none|600px|Model 642's iron sights.]]&lt;br /&gt;
[[Image:BFHLSNUB01.jpg|thumb|none|600px|Player holding the Model 642]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge &amp;quot;Public Defender&amp;quot;==&lt;br /&gt;
The &amp;quot;Public Defender&amp;quot; snub nose version of the [[Taurus Judge]] appears as the &amp;quot;.410 Jury&amp;quot;. It is unlocked for both teams by completing Mechanic Assignment 2&lt;br /&gt;
[[File:Taurus Judge Public Defender.jpg|thumb|none|350px|Taurus Judge &amp;quot;Public Defender&amp;quot; - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]] returns from both prior Battlefield games, again named the '.44 Magnum.' It can be purchased for the Criminal Mechanic&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|350px|Taurus Model 44 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Tactical Custom 1911==&lt;br /&gt;
The [[Colt M1911|Vickers Tactical 1911]] comes back from [[Battlefield 4]], somewhat incorrectly called &amp;quot;M1911A1&amp;quot;. It can be purchased for the Law Enforcement Enforcer class. Although it is the same model reused from ''[[Battlefield 4]]'', tritium inserts have been added and the slight misalignment of the sights has been fixed.&lt;br /&gt;
[[Image:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|350px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]]&lt;br /&gt;
[[Image:BFH1911.jpg|thumb|none|600px|Vickers tactical as &amp;quot;M1911&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45]] appears simply as the 'M/45' and can be purchased for the Law Enforcement Mechanic. It is correctly depicted as being open-bolt and lacking a fire selector, unable to chamber an extra round and limited to automatic fire. In prior betas it was a Criminal-exclusive weapon, though for balance reasons was shifted to the Law Enforcement team. It holds 36 rounds with no extra in the chamber and unlike other open-bolt weapons in the game, the bolt is pulled back at the start of an empty reload rather than the end&lt;br /&gt;
[[Image:Kp m45b.jpg|thumb|none|400px|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 series#CZ Scorpion Evo 3 A1|CZ Scorpion Evo 3 A1]] appears as the &amp;quot;Scorpion&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|400px|none|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available for purchase for the Criminal Mechanic class as the &amp;quot;P90&amp;quot;. Earlier beta versions had 40 round capacity, later corrected to 50. The game also shows the magazine to be incorrectly removed without pressing the magazine release button. By default it starts with a heavy barrel attachment which makes it appear as the civilian variant, the FN PS90.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[Image:BFHLP9002.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLP9003.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLP9001.jpg|thumb|none|600px|Stock &amp;quot;P90&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5KA4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5KA4]] is an available sub-machine gun for the Mechanic class of both teams. This is the starting weapon for the Mechanic in the February 2015 beta, and is equipped with a red dot sight, suppressor and extended magazine, which for some reason holds only 25 rounds. The weapon always has the buttcap of the MP5K-PDW, and the folding stock is optional. Attaching a muzzle device will turn it into an actual MP5K-PDW.&lt;br /&gt;
[[Image:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5KA4 (3 round burst added) with 15-round magazine - 9x19mm]]&lt;br /&gt;
[[image:MP5K-PDW.jpg|thumb|none|400px|MP5K-PDW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|MP7A1]] appears as the &amp;quot;MP7&amp;quot; in the Robbery DLC. It comes with default 40-round magazines, and is another weapon that can be used by all classes of both Law Enforcement and Criminals.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]], as the &amp;quot;UMP-45&amp;quot;, was the starting weapon for the Mechanic class in June 2014 beta. The front sight assembly is removed when equipped with optics like in [[Battlefield 4]]. In real life, this would not be possible without permanently altering the weapon. During the Feburary 2015 beta, it instead became available to purchase for the Law Enforcement Mechanic. After the beta, the UMP-45 was swapped to the Criminal team for balancing reasons, with Law Enforcement getting the M/45 in exchange&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:BFHLUMP4501.jpg|thumb|none|600px|UMP-45 being held.]]&lt;br /&gt;
[[Image:BFHLUMP4502.jpg|thumb|none|600px|UMP-45 iron sight.]]&lt;br /&gt;
[[Image:BFHLUMP4503.jpg|thumb|none|600px|Stock UMP-45 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] can be purchased for the Criminal Mechanic class. In the June Beta, it incorrectly chambered a round for 30+1 rounds, but later it was corrected to 32+0. It has a unique bolt handle that extends to the left&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[Image:BFHLUZI02.jpg|thumb|none|600px|Uzi being held.]]&lt;br /&gt;
[[Image:BFHLUZI03.jpg|thumb|none|600px|Uzi iron sight.]]&lt;br /&gt;
[[Image:BFHLUZI01.jpg|thumb|none|600px|Stock Uzi in the loadout menu]]&lt;br /&gt;
[[Image:BFHLUZI.jpg|thumb|none|600px|&amp;quot;I don't know how to Uzi.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] equipped with rails is an available machine pistol sidearm for the Professional class. The MAC-10 in game has an aftermarket upper receiver, which adds a full-length top rail and relocates the bolt handle to the side. It can be unlocked by completing Professional Assignment 2, and can be used by both teams. By default it starts with a Suppressor and a Stock option and a small magazine size of only 15 rounds, and at first was incorrectly depicted as being able to have an additional round in the chamber, despite the real MAC-10 being open-bolt. In the final release of the game, the MAC-10 is indeed shown as an open-bolt weapon&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|none|300px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:BFHMAC10.jpg|thumb|none|600px|MAC-10 in the loadout menu. The charging handle has been moved to the side, to allow for a top rail.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
A full-auto converted [[Intratec TEC-9]] is available for purchase for the Criminal Professional class. It chambers +1 round, which is correct as the TEC-9 is a closed-bolt gun. (Only the original KG-9 is open-bolt) The magazine is shown to be incorrectly holding 20 rounds in a 32 rounds magazine, but this is corrected to 32 with use of the &amp;quot;Extended Magazines&amp;quot; option.&lt;br /&gt;
[[Image:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFHLTEC901.jpg|thumb|none|600px|TEC-9 being held.]]&lt;br /&gt;
[[Image:BFHLTEC902.jpg|thumb|none|600px|TEC-9 iron sight.]]&lt;br /&gt;
[[Image:BFHLTEC903.jpg|thumb|none|600px|Stock TEC-9 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==KRISS K10==&lt;br /&gt;
The [[TDI Vector|KRISS K10]] appears as the 'K10' and can be purchased for the Law Enforcement Mechanic, with an astounding RPM of 1200. To balance out its firing rate, its accuracy is quite low. It also has a slightly below-average magazine size of 25+1&lt;br /&gt;
[[Image:K102.jpg|thumb|none|400px|KRISS K10 with barrel RIS - .45 ACP / 9x19mm Para / .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
An [[M1A1 Thompson]] is introduced in patch 1.04 that was released alongside the Battlefield Hardline: Criminal Activity expansion, although the expansion is not required to own the weapon, which appears simply as ''M1A1''. It was the first of a few primary weapons that can be used by all classes. It is equipped with a 30-round magazine by default, and the extended magazine incorrectly gives it the 50-round drum, despite the real M1/M1A1 Thompson not accepting the 50 round drum magazines used on the M1921/M1928A1. It can also equip a stubby grip, but no barrel attachments or different sights. Unlike other weapons, it cannot use camouflages, instead only able to use the Bronze, Silver, or Gold finishes. Curiously, no bolt operation seems to be seen when the weapon is reloaded while empty&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:BFH M1A1.jpg|thumb|none|600px|Unmodified M1A1 Thompson in the loadout menu.]]&lt;br /&gt;
[[Image:BFH M1A1 fgrip ext mag.jpg|thumb|none|600px|M1A1 with 50-round drum magazine and foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] can be unlocked for both teams' Mechanic class by completing the Mechanic Syndicate assignment. By default, it is equipped with a red dot and laser sight.&lt;br /&gt;
[[Image:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFH FMG9 01.jpg|thumb|none|600px|Unmodified FMG-9 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
[[SIG-Sauer MPX]] returns from Battlefield 4 as a purchasable weapon for the Law Enforcement Mechanic, and is chambered in .40 S&amp;amp;W. It has 30 rounds in the magazine. Unlike Battlefield 4, its stock is now collapsed by default but can be extended with the Stock accessory, reducing recoil. It is anachronistic to the first part of the single-player story set in 2012, since the MPX was developed in 2013.&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
[[SPAS-12]] returns from previous Battlefield games for the Criminal Enforcer class, but this time around is set to semi-automatic rather than pump-action. Has 8 + 1 capacity. Despite its semi-automatic firing, waiting after a shot will still cause a pumping animation, and the ejection port seems frozen shut during an empty reload&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37 &amp;quot;Stakeout&amp;quot;==&lt;br /&gt;
The [[Ithaca 37]] in &amp;quot;Stakeout&amp;quot; configuration is an available shotgun for the Police Enforcer class, known as &amp;quot;37 Stakeout&amp;quot; in game. It has the length and wooden forearm of the standard &amp;quot;Stakeout&amp;quot;, but has the heat shield and unique foregrip of the ''[[Miami Vice]]'' movie gun seen below. The foregrip is somehow installed over the forearm. Strangely, a  identical configuration was seen in ''[[Grand Theft Auto: Vice City]]''. It can be bought for the Law Enforcement Enforcer, and can be unlocked early on in the single-player story. It holds 5+1 shells and has a tighter spread than the 870&lt;br /&gt;
[[Image:Custom37.jpg|thumb|none|400px|Customized Ithaca 37 &amp;quot;Stakeout&amp;quot; with Pachymar pistol grip, vertical foregrip, and heat shield - 12 gauge. This movie gun was seen in ''[[Miami Vice]]'' and various films.]]&lt;br /&gt;
[[Image:Stakeout-1-.jpg|thumb|none|400px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
[[Kel-Tec KSG]] is available in Criminal Activity DLC, appearing as KSG12, and holding 14 shells. It exclusive to the Enforcer class on the Law Enforcement team and can be bought fairly cheap, requiring no assignment to complete unlike previous Battlefield games' DLC weapons. Like in other video games featuring the KSG, the two magazine tubes are incorrectly treated as one continuous tube, as the the magazine selector is never operated.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|400px|Kel-Tec KSG with Magpul RVG foregrip - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Marine Magnum==&lt;br /&gt;
The [[Remington 870 Marine Magnum]] is the default weapon for the Enforcer class as the &amp;quot;870P Magnum&amp;quot;, taking the MG36's place during the June 2014 beta as this class' default weapon, as the MG36, along with all other LMGs, are now Battle Pickups as of the February 2015 beta. It has a rail attached to the top of the receiver. By default it is equipped with a Tactical Light, which differs from a regular flashlight in that it only activates when aiming&lt;br /&gt;
[[Image:Remington870MarineMagnum.jpg|thumb|none|400px|Remington 870 Marine Magnum - 12 Gauge]]&lt;br /&gt;
[[Image:BFHLR87001.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR87002.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLR87003.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; with a flashlight attched in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Izhmash Saiga series shotgun#Saiga 12|Saiga-12K]] appears as the &amp;quot;Saiga 12&amp;quot; in the Robbery DLC. &lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Side by Side Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed-Off Side by Side Shotgun]] is unlocked by the Enforcer class as the &amp;quot;Double-Barrel Shotgun&amp;quot;. It is unlocked by completing the Enforcer Syndicate assignment. When reloading, even if only one shot is fired, both shells are replaced.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Sawed-Off Remington SBS - 12 gauge]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF01.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF02.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF03.jpg|thumb|none|600px|Stock &amp;quot;Sawed Off Shotgun&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==12 Gauge Side-by-Side Shotgun==&lt;br /&gt;
Buying the &amp;quot;Long Barrel&amp;quot; and &amp;quot;Stock&amp;quot; attachments for the sawed-off shotgun will turn it into a full-length [[12 Gauge Double Barreled Shotgun|12 gauge Side-by-Side Shotgun]].&lt;br /&gt;
[[Image:BaikalSBSShotgun.jpg|thumb|none|400px|Baikal SBS shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is available to the Criminal Operator class. Earlier betas had a railed handguard, but it was later changed to the original wood furniture (equipping anything in the Accessory slot will return the RIS handguard). It has higher damage and better range than the other Operator weapons, but is hard to control and fires slower than the rest.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:BFHLAKM02.jpg|thumb|none|600px|AKM being held.]]&lt;br /&gt;
[[Image:BFHLAKM03.jpg|thumb|none|600px|AKM iron sight.]]&lt;br /&gt;
[[Image:BFHLAKM01.jpg|thumb|none|600px|Stock AKM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is an available carbine for the Criminal team's Operator class. It uses an aftermarket railed handguard and is equipped with a laser sight by default.&lt;br /&gt;
[[Image:AKS74U-RIS.jpg|thumb|none|400px|AKS-74U with railed handguard - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
The [[Bushmaster ACR]] is available to the Operator class as the &amp;quot;ACW-R&amp;quot;. It is featured in-game as a Carbine. It is currently only available for pre-ordering the game or purchasing the Deluxe Edition Upgrade&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, five-sided handguard, and Magpul MBUS sights &amp;amp; PMag magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[Colt M16A4]] is depicted as a fully automatic &amp;quot;M16A3&amp;quot;, similar to [[Battlefield 3]]. It can be purchased by the Law Enforcement Operator, though in early betas was the kit's default weapon.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope - 5.56x45mm. This is the USMC style setup.]]&lt;br /&gt;
[[Image:BFHLM16A30Hold.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; being held. Evident in this screenshot are the incorrectly raised receiver rails, resulting in a small gap between the rear of the carrying handle and the receiver. This is possibly due to needing to match the height of the new handguard rail model (discussed in a following screenshot caption).]]&lt;br /&gt;
[[Image:BFHLM16A302.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; iron sight. Like in BF3 and BF4, the ghost ring assembly is incorrectly modelled with the small aperture style ring but with the opening of a large aperture.]]&lt;br /&gt;
[[Image:BFHLM16A303.jpg|thumb|none|600px|Stock &amp;quot;M16A3&amp;quot; in the loadout menu. Note the long-awaited bayonet lug has been added with a sling swivel (though the swivel should be mounted on the rear lug of the front sight base) along with a new Daniel Defense M4 12.0 free float handguard (a Knight's Armament Company RAS M5 in previous titles).]]&lt;br /&gt;
[[Image:BFHLM16A301.jpg‎|thumb|none|600px|Promotional screenshot of the &amp;quot;M16A3&amp;quot;; this SWAT officer's misfortune at least gives us good lighting on his newly upgraded Magpul PMAGs. Note that the character seems to be using the CIRAS maritime body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] is featured as the &amp;quot;RO933&amp;quot; and is the starting carbine for the Operator class. By default it is equipped with a stubby grip, a flash hider, and an Aimpoint Micro T1 sight&lt;br /&gt;
[[Image:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHardlineRO933.jpg|thumb|none|500px|&amp;quot;RO933&amp;quot; Ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears as the &amp;quot;MDC&amp;quot; (Despite being modeled as Full sized MDR) in the Robbery DLC.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|450px|none|Desert Tech Micro Dynamic Rifle - 5.56x45mm NATO / 7.62x51mm / 7.62x39mm / .300 AAC / 6.8x43mm SPC. This is a pre-production model with 3D printed furnishings first shown in 2014: the current version has an ambidextrous charging handle rather than a reversible one, what appears to be a release catch on the handguard, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[file:Desert Tech MDR-C.jpg|thumb|450px|none|'''The Actual''' Desert Tech Micro Dynamic Rifle Compact - 5.56x45mm NATO / 7.62x51mm / 7.62x39mm / .300 AAC / 6.8x43mm SPC]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] can be purchased for the Criminal Enforcer and appears as &amp;quot;SA-58 OSW&amp;quot;. It holds 20+1 rounds and comes with a PK-A 3.5x scope by default&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BfhlbetaFal1.jpg|thumb|none|600px|The SA58 OSW being held.]]&lt;br /&gt;
[[Image:BfhlbetaFal2.jpg|thumb|none|600px|The SA58 OSW's iron sights.]]&lt;br /&gt;
[[Image:BfhlbetaFal3.jpg|thumb|none|600px|Chambering a new round. ]]&lt;br /&gt;
[[Image:BfhlbetaFal4.jpg|thumb|none|600px|The SA58 OSW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Operator class. It is currently only available for pre-ordering the game or buying the Deluxe Edition Upgrade. Equipped with an ACOG scope by default, it has a fire rate of 675 RPM in-game. Player characters in-game reload the weapon rather slowly in comparison to other weapons with an empty reload taking 4.2 seconds. &lt;br /&gt;
[[File:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Surbaissé==&lt;br /&gt;
The [[FAMAS#FAMAS FELIN|FAMAS Surbaissé]] appears as the &amp;quot;Famas&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:Famas-felin.jpg|thumb|none|450px|FAMAS Surbaissé with infrared scope - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000==&lt;br /&gt;
The [[FN F2000]] appears as the &amp;quot;F2000&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:F2000.jpg|thumb|none|450px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
When equipped with optics, the F2000 becomes an [[FN F2000 Tactical]].&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|450px|FN F2000 Tactical with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
[[FN FAL]] is available in Criminal Activity DLC for the Criminal Enforcer class. With the stock attachment, it becomes a synthetic furniture model.  It is nearly identical to its more modern counterpart except for a faster rate of fire.&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|450px|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFH FN FAL 01.jpg|thumb|none|600px|Default FN FAL in the loadout menu.]]&lt;br /&gt;
[[Image:BFH FN FAL 02.jpg|thumb|none|600px|FN FAL with the &amp;quot;Stock&amp;quot; attachment, which gives the entire weapon synthetic furtniture.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The Third Generation [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]], listed in-game as the &amp;quot;SCAR-H&amp;quot;, is an unlockable heavy carbine for the Law Enforcement Enforcer. With the heavy barrel attachment, it becomes a mid length SCAR-H STD. The game also shows the incorrectly pressing the magazine release button while empty reload. &lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
[[Heckler &amp;amp; Koch G36C]] is available to purchase for the Law Enforcement Operator class. Like in Battlefield 4, during the beta it has an incorrect rate of fire of 650 rounds per minute instead of 750. but was corrected in the full game to it's proper 750 RPM. In betas, it was exclusive to the Criminal team, but was swapped after the February beta for balancing reasons&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36C02.jpg|thumb|none|600px|G36C being held.]]&lt;br /&gt;
[[Image:BFHLG36C03.jpg|thumb|none|600px|G36C iron sight.]]&lt;br /&gt;
[[Image:BFHLG36C01.jpg|thumb|none|600px|Stock G36C in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36E/KV Hybrid==&lt;br /&gt;
During the June 2014 beta, the [[Heckler &amp;amp; Koch G36|H&amp;amp;K G36E/KV Hybrid]] was the default Enforcer weapon, fitted with a 100-round drum C-Mag. The game refers it as the &amp;quot;MG36&amp;quot; LMG variant, but it is obviously NOT an MG36 since H&amp;amp;K only produced few MG36s with export sight; the weapon in-game is depicted as having the G36KV carrying handle/railmount. When equipped with iron sights, it uses backup iron sights as opposed to the sights mounted on the G36KV carrying handle as they are absent. The gun also shows the bolt being still even when the gun is fired.  As of the February 2015 beta, this weapon is no longer available to the Enforcer, as it, along with other LMGs, are now Battle Pickups. It always spawns with a CompM4S Sight, Muzzle Brake and Laser Sight and can be equipped from the trunk of a player's car with the LMG Armory vehicle upgrade. &lt;br /&gt;
[[Image:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with rail top carry handle - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:HKG36E-KV(MG36).jpg‎|thumb|none|450px|'''Airsoft''' A Hybrid of the G36E/KV which is often confused as the &amp;quot;MG36&amp;quot; Configuration -(fake) 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36K01.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLG36K02.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLG36K04.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; with an EOtech holographic sight.]]&lt;br /&gt;
[[Image:BFHLG36K03.jpg|thumb|none|600px|Stock &amp;quot;MG36&amp;quot;  in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] with 10.4 inch barrel is available to the Criminal Operator class as the &amp;quot;M416&amp;quot;. With the heavy barrel attachment, it becomes a mid length 14.5 inch barrel. In betas, it was exclusive to the Law Enforcement team, though after the Februrary beta was changed to the Criminal team for balancing. It is tied with the RO933 for the highest rate of fire in its weapon class&lt;br /&gt;
[[File:HK416 current.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 D10RS with 10.4 inch barrel - 5.56x45mm NATO.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK51==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK51]] is available for the Criminal Enforcer class. It has a slow rate of fire and its collapsible stock is extended by default&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|Heckler &amp;amp; Koch HK51 - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM]] is available to the Operator class as the &amp;quot;ARM&amp;quot;. It holds an extremely high capacity of 50 rounds and can be unlocked by completing the Operator Syndicate assignment.&lt;br /&gt;
[[File:Galil.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFH Galil ARM 01.jpg|thumb|none|600px|Default ARM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE N 21==&lt;br /&gt;
The [[Galil ACE|Galil ACE N 21]] is available to the Operator class as the &amp;quot;CAR-556&amp;quot;. It's currently only available for pre-ordering the game or buying the Deluxe Edition Upgrade. It posses the second largest magazine capacity of the Operator Weapons (with the ARM being first) holding 40 rounds.&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] appears in the Robbery DLC, incorrectly called &amp;quot;M1&amp;quot; only. It fitted with 30 rounds magazines and a folded stock by default. With the stock attachment, the stock becomes unfolded. Like the M1A1 Thompson, the M1A1 Carbine is one of the few primary weapon that can be used by all classes. Also similarly to the M1A1 Thompson, it has very limited attachments available, as it can only use stock, stubby grip and flash hider attachments. &lt;br /&gt;
[[Image:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The Ohio Ordnance HCAR is available for the Law Enforcement Enforcer class. Much like its counterpart on the Criminal team, the HK-51, it has a slow rate of fire but high power. Holds 30+1 rounds. It is anachronistic to the first part of the single-player story set in 2012, as the HCAR was announced in 2013.&lt;br /&gt;
[[File:HCAR.jpg|thumb|none|450px|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==PTR 91==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3#PTR 91|PTR 91]] is available as a marksman rifle to the Criminal Professional class.&lt;br /&gt;
[[File:PTR91NEW.jpg‎|thumb|none|450px|PTR 91 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLPTR02.jpg|thumb|none|600px|PTR-91 being held.]]&lt;br /&gt;
[[Image:BFHLPTR03.jpg|thumb|none|600px|PTR-91 iron sight.]]&lt;br /&gt;
[[Image:BFHLPTR01.jpg|thumb|none|600px|Stock PTR-91 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK light machine gun]] appears as the &amp;quot;RPK&amp;quot; in the Robbery DLC. Like the Galil ARM, RPK holds an extremely high capacity of 50 rounds drum magazines (Actual RPK's drum magazines hold 75 rounds) and now categorized as Assault Rifle. Like the AKM, RPK fitted original wood handguard by default. when equipping anything in the Accessory slot, it became the RIS handguard.&lt;br /&gt;
[[Image:Rpk 01 drum.jpg|thumb|none|450px|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG StG 57 / SG 510-4 Hybrid==&lt;br /&gt;
[[SIG SG 510]] is available in Criminal Activity DLC for the Law Enforcement Enforcer class. Its modelled after both StG 57 and SG 510-4, as it has the overall black furniture and stock of StG 57, but ironsights and charging handle are from SG 510-4, and it is chambered in 7.62x51mm NATO. The default magazine holds 24 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:SIGSG510-4.jpg|thumb|450px|none|SIG SG 510-4 Battle Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SIG-StG-57.jpg|thumb|450px|none|SIG StG 57 Battle Rifle - 7.5mm Swiss]]&lt;br /&gt;
[[Image:BFH SG510.jpg |thumb|600px|none|Default SG 510 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] is available to the Law Enforcement Operator class as the &amp;quot;SG553&amp;quot;. It is equipped by default with an SRS Red Dot. &lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|none|450px|SIG SG 553 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==SAIGA 308==&lt;br /&gt;
The [[SAIGA 308]] as the &amp;quot;SAIGA .308&amp;quot; can be purchased for the Criminal Professional class. As of the beta, no iron sight is available to this gun. Due to either modeling or point of perspective, when viewed from the first person, the scope seems ridiculously large. In the full game, correct iron sights have been added, replicating the AKM ironsights.&lt;br /&gt;
[[Image:Saiga 308.jpg|thumb|none|450px|SAIGA 308 - 7.62х51mm NATO]]&lt;br /&gt;
[[Image:BFHLSAIGA30802.jpg|thumb|none|600px|&amp;quot;SAIGA .308&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAIGA30801.jpg|thumb|none|600px|Stock &amp;quot;SAIGA .308&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[M14 Rifle#Springfield Armory M1A SOCOM 16|Springfield Armory M1A SOCOM 16]] ,  known simply as &amp;quot;SOCOM 16&amp;quot;, is a marksman rifle for the Law Enforcement Professional class.  With the heavy barrel attachment, it becomes a full length M1A.&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|450px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As noted in the intro, man-portable machine guns are Battle Pickups in this entry of the series, and are no longer part of any class' kit.&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] comes back from the previous [[Battlefield]] series. It spawns on some maps as a Battle Pickup equipped with a Holographic sight and a stubby grip. &lt;br /&gt;
[[Image:M240-1.jpg‎|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHM240B.jpg|thumb|none|600px|The M240B in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para==&lt;br /&gt;
An [[M249]] was featured in the Beta on the Counter/Heavy Attack Truck, being used by the secondary gunner and was available for the Enforcer class during early beta's. Now in the full game it is a Battle Pickup instead, and appears as the backdoor weapon for the SUV as well.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg‎|thumb|none|450px|FN M249 Para - 5.56x45mm]]&lt;br /&gt;
[[Image:BFHLSAW01.jpg‎|thumb|none|600px|M249 SAW mounted on top of the Mk19 grenade launcher and M2HB machine gun, that is mounted on top of a Counter/Heavy Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
[[PKP Pecheneg]] is mounted on Criminals' Hardened Attack Truck. It is the default gun used by the driver.&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg machine gun with ammo box - 7.62x54mm R.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==AAC Integrally Suppressed Remington 700==&lt;br /&gt;
The AAC Integrally Suppressed [[Remington 700]] appears as the &amp;quot;.300 Knockout&amp;quot;. It can be unlocked for both teams by completing the Professional Syndicate assignment. It also comes with a straight-pull bult by default&lt;br /&gt;
[[Image:Img 5166-tfb.jpg|thumb|none|450px|AAC Integrally Suppressed Remington 700 - .300 BLK]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M82 rifle series#Barrett M107|Barrett M107]] appears as the &amp;quot;M82 .416&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|450px|Barrett M107 - .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]]. This time around, it is correctly designated &amp;quot;AWM&amp;quot;, and correctly chambered in .338 Magnum. It can be purchased for the Criminal Professional.&lt;br /&gt;
[[Image:AI L115A3.jpg|thumb|none|450px|Accuracy International AWM-F - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BFHAWMF.jpg|thumb|none|600px|The hidden incomplete &amp;quot;AWM&amp;quot; on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s AWM-F.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 Enhanced Combat Carbine==&lt;br /&gt;
The [[Knight's Armament SR-25|SR-25 Enhanced Combat Carbine]] appear as &amp;quot;SR-25 ECC&amp;quot;. It can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm]]&lt;br /&gt;
[[Image:BFHSR25.jpg|thumb|none|600px|The hidden incomplete &amp;quot;SR-25 ECC&amp;quot; in the loadout menu on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s Mk 11 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700LTR==&lt;br /&gt;
The [[Remington 700| Remington 700 LTR]], as &amp;quot;R700LTR&amp;quot;, was the default weapon of the Professional class in the June 2014 beta. It is equipped with a fluted barrel. Currently it can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Rem700.jpg|thumb|none|450px|Remington Model 700P LTR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLR70001.jpg|thumb|none|600px|&amp;quot;R700 LTR&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR70002.jpg|thumb|none|600px|Stock &amp;quot;R700 LTR&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Elite==&lt;br /&gt;
The [[Steyr Elite]] appear as &amp;quot;Scout Elite&amp;quot;, is the default weapon of the Professional class starting with the February 2015 beta. By default it is equipped with a straight-pull bolt accessory, removing the need to unscope between aimed shots. Unlike the heavier bolt-action rifles, it comes with only a 6x scope by default, rather than 8x&lt;br /&gt;
[[Image:ELITE.jpeg|thumb|none|450px|Steyr Elite - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Both the Stinger and the RPG-7 were available gadgets for the Mechanic class during the June 2014 beta, but these have since been relegated to Battle Pickups.&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
[[FIM-92A Stinger]] is available as a pick-up weapon only. Just how the police and a criminal syndicate can get a hold of this advanced military grade weapon is beyond anyone's guess, but it functions just like the previous games. The Anti-Air Armory upgrade for certain vehicles allows it to be claimed from their trunk.&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:BFHLStinger01.jpg|thumb|none|600px|Player holding the Stinger.]]&lt;br /&gt;
[[Image:BFHLStinger02.jpg|thumb|none|600px|Player aiming down the sights of the Stinger.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is available to the Law Enforcement Mechanic class. The descrition of the weapon reads &amp;quot;''It's not exactly clear how Law Enforcement got a hold of this baby. A breach-loading launcher, it fires a 40mm high explosive grenade that is effective against light vehicles and agents.''&amp;quot; As in the previous two games, 40mm grenades are more useful for finishing weakened enemies off or taking down vehicles than for direct kills&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|275px|H&amp;amp;K M320 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The M79 is available for the Criminal Mechanic Class. It's description states that the weapon was (obviously) not obtained through legal channels. It functions identically to the M320&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
The [[M79 grenade launcher]] is the criminals' counterpart to the M320.&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The SMAW spawns as a Battle Pickup throughout some maps. It is a single shot weapon, being discarded upon use (similar to [[Battlefield 4]]'s AT4) and is much more powerful than the RPG-7. &lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] can no longer be equipped by the Mechanic class, but can be picked up from various locations. The Anti-Armor Armory upgrade for certain vehicles allows it to be claimed from the vehicle's trunk.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BFHLRPG701.jpg|thumb|none|600px|Player holding the RPG-7V2.]]&lt;br /&gt;
[[Image:BFHLRPG702.jpg|thumb|none|600px|Sights of the RPG-7V2.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==AN/M14 incendiary grenade==&lt;br /&gt;
Available to purchase for any class. Incendiaries (and molotovs) thrown by teammates will have blue fire. Two are carried at once&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 incendiary grenade]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
Available for purchase for any class. As in Battlefield 4, smoke clouds can prevent spotting&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|120px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 fragmentation hand grenade==&lt;br /&gt;
Every class in the game can equip one [[M67 hand grenade|M67 fragmentation hand grenade]]. It is the default grenade&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|150px|M67 fragmentation hand grenade]]&lt;br /&gt;
[[Image:BFHLM6701.jpg|thumb|none|600px|Player holding the M67.]]&lt;br /&gt;
[[Image:BFHLM6702.jpg|thumb|none|600px|M67 on the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
Available for purchase for any class. Players using the Flashbang can carry 2 at a time&lt;br /&gt;
[[Image:M84stun.jpg|thumb|none|100px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears on many vehicles. It is the main weapon for the Counter Attack Trucks. It is also the default door gunner weapon for the transport helicopters, and can be purchased for the SUVs to replace the default M134.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BFHLM201.jpg|thumb|none|600px|Heavy/Counter Attack Truck with the M2HB mounted on top]]&lt;br /&gt;
&lt;br /&gt;
==FN M3M==&lt;br /&gt;
The [[Browning M3#FN GAU-21|FN M3M]] is purchasable for the SUV turret, and the helicopter door gunners, referred to as &amp;quot;M3M&amp;quot;. It differs from the M2HB by having a higher rate of fire.&lt;br /&gt;
[[image:FN GAU-21.jpg|thumb|none|400px|FN M3M (designated GAU-21 in the US military) - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is also mounted on the Counter Attack Truck as a secondary weapon to the [[Browning M2HB]], it can be customized to fire 25mm flechette ammunition.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BFHLMK1901.jpg|thumb|none|600px|Mk 19 grenade launcher on a police Counter Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
[[M134 Minigun]]s are mounted on the Transport Helicopters, Armoured SUV and Attack Helicopter's nose mount.&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHLM13401.jpg|thumb|none|600px|M134 mounted on top of a Armoured Van.]]&lt;br /&gt;
[[Image:BFHLM13403.jpg|thumb|none|600px|Armoured Van with M134 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLM13402.jpg|thumb|none|600px|M134 mounted on top of a Transport Helicopter.]]&lt;br /&gt;
[[Image:BFHLM13404.jpg|thumb|none|600px|Transport Helicopter with M134 in the loadout menu]]&lt;br /&gt;
[[Image:BFHLM13405.jpg|thumb|none|600px|M134 mounted on the nose of the Attack Helicopter.]]&lt;br /&gt;
&lt;br /&gt;
=Misc.=&lt;br /&gt;
&lt;br /&gt;
==Taser X26E==&lt;br /&gt;
The [[Taser#X26|Taser X26E]] appears as an all-kit gadget, in the sidearm slot. It is called &amp;quot;T62 CEW&amp;quot; (for '''C'''onducted '''E'''nergy '''W'''eapon, the official classification for Taser-like weapons) in the game. The ingame version can mount a reflex sight, something not possible with the real-life weapon, and indeed the ingame model shows no rails or other attachment points where one could be mounted. The reticle consists of a large white circle, and two green dots appear in the center if an enemy is within range. Enemies hit with the Taser will visibly spark for several seconds and collapse, and Taser takedowns will award a &amp;quot;Non-Lethal Takedown&amp;quot; score bonus, in addition to allowing players to interrogate the stunned enemy&lt;br /&gt;
[[Image:X26-tazer.jpg|thumb|none|401px|X26E Taser with safety cap on]]&lt;br /&gt;
[[Image:BFHLTaser01.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; being reloaded.]]&lt;br /&gt;
[[Image:BFHLTaser02.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: War]]&lt;br /&gt;
[[Category: Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=961977</id>
		<title>Battlefield Hardline</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=961977"/>
		<updated>2015-09-18T17:35:26Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* FN Five-seveN */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield Hardline&lt;br /&gt;
|picture=BF Hardline.jpg&lt;br /&gt;
|caption=''Promotional artwork''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=March 17, 2015&lt;br /&gt;
|developer=Visceral&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox 360&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Battlefield Hardline'' is the latest game coming out for the ''[[Battlefield]]'' series, focusing on criminals and police warfare instead of pitting armies against each other.&lt;br /&gt;
&lt;br /&gt;
As in previous games, player take on as one of four classes:&lt;br /&gt;
&lt;br /&gt;
*Operator is akin to the Assault/Medic class, wielding assault rifles and carbines, able to revive and heal other players, and for the first time in the series, revive him/herself under certain conditions.&lt;br /&gt;
*Enforcer is a powerhouse class, wielding high-caliber battle rifles, heavy carbines, and shotguns, as well as dropping ammo for allies. A riot shield and C4 explosive is also unlocked by this class.&lt;br /&gt;
*Mechanic class is the stand in for the Engineer, using sub-machine guns and revolvers. Due to a lesser emphasis on vehicles, the Mechanic now gets more unique equipment like torso armor or the deployable spawn point, though still retains a 40mm grenade launcher and repair tool&lt;br /&gt;
*Professional class is the Recon/Sniper of this game, unlocking both bolt action and high caliber semi-automatic weapons. Gadgets available to this class include the trip mine and a surveillance camera.&lt;br /&gt;
&lt;br /&gt;
All of the classes are capable of equipping a zip-line crossbow, grappling hook launcher, gas mask, or a driving upgrade in place of either or both of their unique gadgets&lt;br /&gt;
&lt;br /&gt;
Rocket launchers and light machine guns are not available to any class, but can be found in locations on the map, or stored in the trunk of a car if the proper upgrade has been purchased for it&lt;br /&gt;
&lt;br /&gt;
As in many prior Battlefield games, most weapons are exclusive to one side when purchased, such as the Saiga .308 being only usable by the criminals, or the SCAR-H only being usable by the police. However, obtaining 1250 kills with a specific weapon allows players to purchase a Weapon License, letting them use it regardless of their team&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER*: As of June 12 2014, the screenshots posted here are from the game's beta trial, thus representing the unfinished product. It is quite possible that these weapons are unfinished, expect some of these screenshots to be replaced when the the actual game releases. &lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Unlike previous games in the series, pistols are now class-specific, sorted in different categories. The Operator kit uses the lower-caliber semi-automatics, such as the 92FS and Glock 17. The Mechanic uses revolvers, including the Judge. The Enforcer kit uses heavier pistols such as the M1911 and Desert Eagle, and the Professional uses machine pistols such as the Glock 18 and MAC-10&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] makes an appearance as the &amp;quot;92FS&amp;quot;, and is the starting weapon of the Operator for both factions, and by default comes with improved ironsights. In single-player it is also a default weapon for Nick Mendoza.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:BFHL92FSLoadout.jpg|thumb|none|600px|Stock &amp;quot;92FS&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHL92FS03.jpg|thumb|none|600px|&amp;quot;92FS&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHL92FS02.jpg|thumb|none|600px|Player holding the &amp;quot;92FS&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;93R&amp;quot;==&lt;br /&gt;
The [[Beretta 93R|Beretta 92FS &amp;quot;93R&amp;quot;]] was originally one of the &amp;quot;hidden guns&amp;quot;, it's the same &amp;quot;93R&amp;quot; from [[Battlefield 3]] which, of course, it's a normal [[Beretta 92FS|92FS]] with a resemblance of the 93R. Unlike Battlefield 4's model, it has the extended magazine and ported barrel as it had in Battlefield 3. It is the only burst-fire machine pistol and is exclusive to Law Enforcement&lt;br /&gt;
[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:BFH93R.jpg|thumb|none|600px|Beretta 92FS as the &amp;quot;M93R&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 SP-01 SHADOW==&lt;br /&gt;
The [[CZ 75#CZ 75 SP-01 SHADOW|CZ-75 SP-01 SHADOW]] appears simply as the 'CZ-75' and can be purchased for the Criminal Operator. It has a larger magazine than the 92FS and P226, and is quite accurate. Unlike Battlefield 4's version, it appears to be a 9x19mm model rather than .40 S&amp;amp;W.&lt;br /&gt;
[[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|350px|CZ 75 SP-01 SHADOW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The Desert Eagle Mark XIX appears once again from Battlefield 4 although this time it is called the &amp;quot;Bald Eagle&amp;quot;. Unlike in Battlefield 4, this Desert Eagle has a chrome finish as opposed to black and is now chambered in .50 Action Express instead of .44 Magnum. It can be unlocked for both teams' Enforcer class by completing the Enforcer Assignment 2. A gold-plated version is also used by the VIP in the Crosshair game mode.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:BFHardlineBaldEagle4.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; in the outfitting menu]]&lt;br /&gt;
[[File:BFHardlineBaldEagle1.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; Ingame]]&lt;br /&gt;
[[File:BFHardlineBaldEagle2.jpg|thumb|500px|none|&amp;quot;Uh oh, where did it go?!?&amp;quot;]]&lt;br /&gt;
[[File:BFHardlineBaldEagle3.jpg|thumb|500px|none|&amp;quot;Ta-da!&amp;quot; One of the new unique reloads has the player perform some slight of hand magic to reload the &amp;quot;Bald Eagle&amp;quot;. Chances of encountering this rare reload are 1 in 10,000]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
Originally cut from release, the [[FN Five-seveN]] appears as the &amp;quot;FN57&amp;quot; in an update released alongside the Robbery DLC. The Five-seveN is the only all-class sidearm and holds 20+1 rounds.&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|none|350px|FN Five-seveN - FN 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] makes a return from ''[[Battlefield 3]]'' as the &amp;quot;G17&amp;quot;, unlocked for both teams by completing the Operator Assignment 2. It has the highest magazine capacity in its class, just ahead of the CZ-75, and has a much higher firecap than the other semi-automatic handguns&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|Glock 17 3rd Generation - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears as the default sidearm for the Professional class, being incorrectly named the 'G18C'. Its model is ported from Battlefield 4's Glock 18, which had the same slide serrations as a semi-automatic model rather than the unique ones for the 18's fire selector. It comes with a Laser Sight by default. Incidentally, it shares its Battlelog render with the Glock 17&lt;br /&gt;
[[Image: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;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK45C==&lt;br /&gt;
[[Heckler &amp;amp; Koch HK45|Heckler &amp;amp; Koch HK45C]] with threaded barrel is the default sidearm of the Enforcer kit on both teams, called &amp;quot;45T&amp;quot; in the game. By default it comes with a Mini Reflex sight.&lt;br /&gt;
[[Image:HK45C.jpg|thumb|none|350px|Heckler &amp;amp; Koch HK45C - .45 ACP]]&lt;br /&gt;
[[Image:HK45C with Threaded Barrel.jpg|thumb|none|350px|Actual Heckler &amp;amp; Koch HK45C'''T''' for comparison - .45 ACP. Note the different sights.]]&lt;br /&gt;
[[Image:BFHLHK4503.jpg|thumb|none|600px|Stock &amp;quot;HK45C&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLHK4502.jpg|thumb|none|600px|&amp;quot;HK45C&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLHK4501.jpg|thumb|none|600px|Player holding the &amp;quot;HK45C&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] appears as the 'P226' and is available for purchase by Law Enforcement Operators. It has a lower magazine size than any of the Operator's other sidearms.&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P40 Pro==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P40]] Pro appears as the '.40 Pro', and is a pistol for the Enforcer class. It can be differentiated from the standard M&amp;amp;P40 by the 5 inch barrel. Oddly for a pistol originally created for Military and Law Enforcement, it is only available for the Criminal team. It has slightly lower power than the other Enforcer handguns, but has a much higher capacity, acting sort of like the Operator's sidearms&lt;br /&gt;
[[File:S&amp;amp;W-M&amp;amp;P-40.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P40 - .40 S&amp;amp;W ACP]]&lt;br /&gt;
[[File:BFHardline40Pro.jpg|thumb|none|500px|'.40 Pro' in the selection menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 R8==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 R8]] makes its video game debut in this entry of the [[Battlefield]] series, where it can be purchased for the Law Enforcement Mechanic class. It has a higher capacity than any of the other revolvers, with 8 rounds per cylinder. It appears under the name &amp;quot;.357 RS&amp;quot;&lt;br /&gt;
[[Image:S&amp;amp;WModel327.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson 327 R8 - .357 Magnum]]&lt;br /&gt;
[[Image:BFHSW357.jpg|thumb|none|600px|S&amp;amp;W Model 327 R8 as the &amp;quot;RS357&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 642==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 642]] revolver is the default sidearm for the Mechanic on both teams; called the &amp;quot;.38 Snub&amp;quot;. It initially had an incorrect 6-round capacity during the June 2014 beta.  This has since been rectified to 5 rounds as of the February 2015 beta. It has a laser sight equipped by default, which is the only attachment it can use.&lt;br /&gt;
[[Image:S&amp;amp;W642Airweight.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 642 Airweight Snub nose revolver chambered in .38 Special]]&lt;br /&gt;
[[Image:BFHLSNUB03.jpg|thumb|none|600px|Model 642 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLSNUB02.jpg|thumb|none|600px|Model 642's iron sights.]]&lt;br /&gt;
[[Image:BFHLSNUB01.jpg|thumb|none|600px|Player holding the Model 642]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge &amp;quot;Public Defender&amp;quot;==&lt;br /&gt;
The &amp;quot;Public Defender&amp;quot; snub nose version of the [[Taurus Judge]] appears as the &amp;quot;.410 Jury&amp;quot;. It is unlocked for both teams by completing Mechanic Assignment 2&lt;br /&gt;
[[File:Taurus Judge Public Defender.jpg|thumb|none|350px|Taurus Judge &amp;quot;Public Defender&amp;quot; - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]] returns from both prior Battlefield games, again named the '.44 Magnum.' It can be purchased for the Criminal Mechanic&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|350px|Taurus Model 44 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Tactical Custom 1911==&lt;br /&gt;
The [[Colt M1911|Vickers Tactical 1911]] comes back from [[Battlefield 4]], somewhat incorrectly called &amp;quot;M1911A1&amp;quot;. It can be purchased for the Law Enforcement Enforcer class. Although it is the same model reused from ''[[Battlefield 4]]'', tritium inserts have been added and the slight misalignment of the sights has been fixed.&lt;br /&gt;
[[Image:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|350px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]]&lt;br /&gt;
[[Image:BFH1911.jpg|thumb|none|600px|Vickers tactical as &amp;quot;M1911&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45]] appears simply as the 'M/45' and can be purchased for the Law Enforcement Mechanic. It is correctly depicted as being open-bolt and lacking a fire selector, unable to chamber an extra round and limited to automatic fire. In prior betas it was a Criminal-exclusive weapon, though for balance reasons was shifted to the Law Enforcement team. It holds 36 rounds with no extra in the chamber and unlike other open-bolt weapons in the game, the bolt is pulled back at the start of an empty reload rather than the end&lt;br /&gt;
[[Image:Kp m45b.jpg|thumb|none|400px|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 series#CZ Scorpion Evo 3 A1|CZ Scorpion Evo 3 A1]] appears as the &amp;quot;Scorpion&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|400px|none|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available for purchase for the Criminal Mechanic class as the &amp;quot;P90&amp;quot;. Earlier beta versions had 40 round capacity, later corrected to 50. The game also shows the magazine to be incorrectly removed without pressing the magazine release button. By default it starts with a heavy barrel attachment which makes it appear as the civilian variant, the FN PS90.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[Image:BFHLP9002.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLP9003.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLP9001.jpg|thumb|none|600px|Stock &amp;quot;P90&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5KA4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5KA4]] is an available sub-machine gun for the Mechanic class of both teams. This is the starting weapon for the Mechanic in the February 2015 beta, and is equipped with a red dot sight, suppressor and extended magazine, which for some reason holds only 25 rounds. The weapon always has the buttcap of the MP5K-PDW, and the folding stock is optional. Attaching a muzzle device will turn it into an actual MP5K-PDW.&lt;br /&gt;
[[Image:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5KA4 (3 round burst added) with 15-round magazine - 9x19mm]]&lt;br /&gt;
[[image:MP5K-PDW.jpg|thumb|none|400px|MP5K-PDW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|MP7A1]] appears as the &amp;quot;MP7&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]], as the &amp;quot;UMP-45&amp;quot;, was the starting weapon for the Mechanic class in June 2014 beta. The front sight assembly is removed when equipped with optics like in [[Battlefield 4]]. In real life, this would not be possible without permanently altering the weapon. During the Feburary 2015 beta, it instead became available to purchase for the Law Enforcement Mechanic. After the beta, the UMP-45 was swapped to the Criminal team for balancing reasons, with Law Enforcement getting the M/45 in exchange&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:BFHLUMP4501.jpg|thumb|none|600px|UMP-45 being held.]]&lt;br /&gt;
[[Image:BFHLUMP4502.jpg|thumb|none|600px|UMP-45 iron sight.]]&lt;br /&gt;
[[Image:BFHLUMP4503.jpg|thumb|none|600px|Stock UMP-45 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] can be purchased for the Criminal Mechanic class. In the June Beta, it incorrectly chambered a round for 30+1 rounds, but later it was corrected to 32+0. It has a unique bolt handle that extends to the left&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[Image:BFHLUZI02.jpg|thumb|none|600px|Uzi being held.]]&lt;br /&gt;
[[Image:BFHLUZI03.jpg|thumb|none|600px|Uzi iron sight.]]&lt;br /&gt;
[[Image:BFHLUZI01.jpg|thumb|none|600px|Stock Uzi in the loadout menu]]&lt;br /&gt;
[[Image:BFHLUZI.jpg|thumb|none|600px|&amp;quot;I don't know how to Uzi.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] equipped with rails is an available machine pistol sidearm for the Professional class. The MAC-10 in game has an aftermarket upper receiver, which adds a full-length top rail and relocates the bolt handle to the side. It can be unlocked by completing Professional Assignment 2, and can be used by both teams. By default it starts with a Suppressor and a Stock option and a small magazine size of only 15 rounds, and at first was incorrectly depicted as being able to have an additional round in the chamber, despite the real MAC-10 being open-bolt. In the final release of the game, the MAC-10 is indeed shown as an open-bolt weapon&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|none|300px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:BFHMAC10.jpg|thumb|none|600px|MAC-10 in the loadout menu. The charging handle has been moved to the side, to allow for a top rail.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
A full-auto converted [[Intratec TEC-9]] is available for purchase for the Criminal Professional class. It chambers +1 round, which is correct as the TEC-9 is a closed-bolt gun. (Only the original KG-9 is open-bolt) The magazine is shown to be incorrectly holding 20 rounds in a 32 rounds magazine, but this is corrected to 32 with use of the &amp;quot;Extended Magazines&amp;quot; option.&lt;br /&gt;
[[Image:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFHLTEC901.jpg|thumb|none|600px|TEC-9 being held.]]&lt;br /&gt;
[[Image:BFHLTEC902.jpg|thumb|none|600px|TEC-9 iron sight.]]&lt;br /&gt;
[[Image:BFHLTEC903.jpg|thumb|none|600px|Stock TEC-9 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==KRISS K10==&lt;br /&gt;
The [[TDI Vector|KRISS K10]] appears as the 'K10' and can be purchased for the Law Enforcement Mechanic, with an astounding RPM of 1200. To balance out its firing rate, its accuracy is quite low. It also has a slightly below-average magazine size of 25+1&lt;br /&gt;
[[Image:K102.jpg|thumb|none|400px|KRISS K10 with barrel RIS - .45 ACP / 9x19mm Para / .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
An [[M1A1 Thompson]] is introduced in patch 1.04 that was released alongside the Battlefield Hardline: Criminal Activity expansion, although the expansion is not required to own the weapon, which appears simply as ''M1A1''. It is so far the only primary weapon that can be used by all classes. It is equipped with a 30-round magazine by default, and the extended magazine gives it the 50-round drum. It can also equip a stubby grip, but no barrel attachments or different sights. Unlike other weapons, it cannot use camouflages, instead only able to use the Bronze, Silver, or Gold finishes. Curiously, no bolt operation seems to be seen when the weapon is reloaded while empty&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:BFH M1A1.jpg|thumb|none|600px|Unmodified M1A1 Thompson in the loadout menu.]]&lt;br /&gt;
[[Image:BFH M1A1 fgrip ext mag.jpg|thumb|none|600px|M1A1 with 50-round drum magazine and foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] can be unlocked for both teams' Mechanic class by completing the Mechanic Syndicate assignment. By default, it is equipped with a red dot and laser sight.&lt;br /&gt;
[[Image:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFH FMG9 01.jpg|thumb|none|600px|Unmodified FMG-9 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
[[SIG-Sauer MPX]] returns from Battlefield 4 as a purchasable weapon for the Law Enforcement Mechanic, and is chambered in .40 S&amp;amp;W. It has 30 rounds in the magazine. Unlike Battlefield 4, its stock is now collapsed by default but can be extended with the Stock accessory, reducing recoil. It is anachronistic to the single-player missions set in 2012, since the MPX was developed in 2013.&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
[[SPAS-12]] returns from previous Battlefield games for the Criminal Enforcer class, but this time around is set to semi-automatic rather than pump-action. Has 8 + 1 capacity. Despite its semi-automatic firing, waiting after a shot will still cause a pumping animation, and the ejection port seems frozen shut during an empty reload&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37 &amp;quot;Stakeout&amp;quot;==&lt;br /&gt;
The [[Ithaca 37]] in &amp;quot;Stakeout&amp;quot; configuration is an available shotgun for the Police Enforcer class, known as &amp;quot;37 Stakeout&amp;quot; in game. It has the length and wooden forearm of the standard &amp;quot;Stakeout&amp;quot;, but has the heat shield and unique foregrip of the ''[[Miami Vice]]'' movie gun seen below. The foregrip is somehow installed over the forearm. Strangely, a  identical configuration was seen in ''[[Grand Theft Auto: Vice City]]''. It can be bought for the Law Enforcement Enforcer, and can be unlocked early on in the single-player story. It holds 5+1 shells and has a tighter spread than the 870&lt;br /&gt;
[[Image:Custom37.jpg|thumb|none|400px|Customized Ithaca 37 &amp;quot;Stakeout&amp;quot; with Pachymar pistol grip, vertical foregrip, and heat shield - 12 gauge. This movie gun was seen in ''[[Miami Vice]]'' and various films.]]&lt;br /&gt;
[[Image:Stakeout-1-.jpg|thumb|none|400px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
[[Kel-Tec KSG]] is available in Criminal Activity DLC, appearing as KSG12, and holding 14 shells. It exclusive to the Enforcer class on the Law Enforcement team and can be bought fairly cheap, requiring no assignment to complete unlike previous Battlefield games' DLC weapons. Like in other video games featuring the KSG, the two magazine tubes are incorrectly treated as one continuous tube, as the the magazine selector is never operated.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|400px|Kel-Tec KSG with Magpul RVG foregrip - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Marine Magnum==&lt;br /&gt;
The [[Remington 870 Marine Magnum]] is the default weapon for the Enforcer class as the &amp;quot;870P Magnum&amp;quot;, taking the MG36's place during the June 2014 beta as this class' default weapon, as the MG36, along with all other LMGs, are now Battle Pickups as of the February 2015 beta. It has a rail attached to the top of the receiver. By default it is equipped with a Tactical Light, which differs from a regular flashlight in that it only activates when aiming&lt;br /&gt;
[[Image:Remington870MarineMagnum.jpg|thumb|none|400px|Remington 870 Marine Magnum - 12 Gauge]]&lt;br /&gt;
[[Image:BFHLR87001.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR87002.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLR87003.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; with a flashlight attched in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Izhmash Saiga series shotgun#Saiga 12|Saiga-12K]] appears as the &amp;quot;Saiga 12&amp;quot; in the Robbery DLC. &lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Side by Side Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed-Off Side by Side Shotgun]] is unlocked by the Enforcer class as the &amp;quot;Double-Barrel Shotgun&amp;quot;. It is unlocked by completing the Enforcer Syndicate assignment. When reloading, even if only one shot is fired, both shells are replaced.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Sawed-Off Remington SBS - 12 gauge]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF01.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF02.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF03.jpg|thumb|none|600px|Stock &amp;quot;Sawed Off Shotgun&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==12 Gauge Side-by-Side Shotgun==&lt;br /&gt;
Buying the &amp;quot;Long Barrel&amp;quot; and &amp;quot;Stock&amp;quot; attachments for the sawed-off shotgun will turn it into a full-length [[12 Gauge Double Barreled Shotgun|12 gauge Side-by-Side Shotgun]].&lt;br /&gt;
[[Image:BaikalSBSShotgun.jpg|thumb|none|400px|Baikal SBS shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is available to the Criminal Operator class. Earlier betas had a railed handguard, but it was later changed to the original wood furniture (equipping anything in the Accessory slot will return the RIS handguard). It has higher damage and better range than the other Operator weapons, but is hard to control and fires slower than the rest.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:BFHLAKM02.jpg|thumb|none|600px|AKM being held.]]&lt;br /&gt;
[[Image:BFHLAKM03.jpg|thumb|none|600px|AKM iron sight.]]&lt;br /&gt;
[[Image:BFHLAKM01.jpg|thumb|none|600px|Stock AKM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is an available carbine for the Criminal team's Operator class. It uses an aftermarket railed handguard and is equipped with a laser sight by default.&lt;br /&gt;
[[Image:AKS74U-RIS.jpg|thumb|none|400px|AKS-74U with railed handguard - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
The [[Bushmaster ACR]] is available to the Operator class as the &amp;quot;ACW-R&amp;quot;. It is featured in-game as a Carbine. It is currently only available for pre-ordering the game or purchasing the Deluxe Edition Upgrade&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, five-sided handguard, and Magpul MBUS sights &amp;amp; PMag magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[Colt M16A4]] is depicted as a fully automatic &amp;quot;M16A3&amp;quot;, similar to [[Battlefield 3]]. It can be purchased by the Law Enforcement Operator, though in early betas was the kit's default weapon.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope - 5.56x45mm. This is the USMC style setup.]]&lt;br /&gt;
[[Image:BFHLM16A30Hold.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; being held. Evident in this screenshot are the incorrectly raised receiver rails, resulting in a small gap between the rear of the carrying handle and the receiver. This is possibly due to needing to match the height of the new handguard rail model (discussed in a following screenshot caption).]]&lt;br /&gt;
[[Image:BFHLM16A302.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; iron sight. Like in BF3 and BF4, the ghost ring assembly is incorrectly modelled with the small aperture style ring but with the opening of a large aperture.]]&lt;br /&gt;
[[Image:BFHLM16A303.jpg|thumb|none|600px|Stock &amp;quot;M16A3&amp;quot; in the loadout menu. Note the long-awaited bayonet lug has been added with a sling swivel (though the swivel should be mounted on the rear lug of the front sight base) along with a new Daniel Defense M4 12.0 free float handguard (a Knight's Armament Company RAS M5 in previous titles).]]&lt;br /&gt;
[[Image:BFHLM16A301.jpg‎|thumb|none|600px|Promotional screenshot of the &amp;quot;M16A3&amp;quot;; this SWAT officer's misfortune at least gives us good lighting on his newly upgraded Magpul PMAGs. Note that the character seems to be using the CIRAS maritime body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] is featured as the &amp;quot;RO933&amp;quot; and is the starting carbine for the Operator class. By default it is equipped with a stubby grip, a flash hider, and an Aimpoint Micro T1 sight&lt;br /&gt;
[[Image:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHardlineRO933.jpg|thumb|none|500px|&amp;quot;RO933&amp;quot; Ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears as the &amp;quot;MDC&amp;quot; (Despite being modeled as Full sized MDR) in the Robbery DLC.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|450px|none|Desert Tech Micro Dynamic Rifle - 5.56x45mm NATO / 7.62x51mm / 7.62x39mm / .300 AAC / 6.8x43mm SPC. This is a pre-production model with 3D printed furnishings first shown in 2014: the current version has an ambidextrous charging handle rather than a reversible one, what appears to be a release catch on the handguard, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[file:Desert Tech MDR-C.jpg|thumb|450px|none|'''The Actual''' Desert Tech Micro Dynamic Rifle Compact - 5.56x45mm NATO / 7.62x51mm / 7.62x39mm / .300 AAC / 6.8x43mm SPC]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] can be purchased for the Criminal Enforcer and appears as &amp;quot;SA-58 OSW&amp;quot;. It holds 20+1 rounds and comes with a PK-A 3.5x scope by default&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BfhlbetaFal1.jpg|thumb|none|600px|The SA58 OSW being held.]]&lt;br /&gt;
[[Image:BfhlbetaFal2.jpg|thumb|none|600px|The SA58 OSW's iron sights.]]&lt;br /&gt;
[[Image:BfhlbetaFal3.jpg|thumb|none|600px|Chambering a new round. ]]&lt;br /&gt;
[[Image:BfhlbetaFal4.jpg|thumb|none|600px|The SA58 OSW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Operator class. It is currently only available for pre-ordering the game or buying the Deluxe Edition Upgrade. Equipped with an ACOG scope by default, it has a fire rate of 675 RPM in-game. Player characters in-game reload the weapon rather slowly in comparison to other weapons with an empty reload taking 4.2 seconds. &lt;br /&gt;
[[File:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Surbaissé==&lt;br /&gt;
The [[FAMAS#FAMAS FELIN|FAMAS Surbaissé]] appears as the &amp;quot;Famas&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:Famas-felin.jpg|thumb|none|450px|FAMAS Surbaissé with infrared scope - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000]] appears as the &amp;quot;F2000&amp;quot; in the Robbery DLC. Like in BF4, F2000 can equip the factory 1.6x optic shroud on the rails as an alternative to the backup iron sights.&lt;br /&gt;
[[Image:FN FS2000 RIS.jpg|thumb|none|450px|FN FS2000 CQB - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
[[FN FAL]] is available in Criminal Activity DLC for the Criminal Enforcer class. With the stock attachment, it becomes a synthetic furniture model.  It is nearly identical to its more modern counterpart except for a faster rate of fire.&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|450px|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFH FN FAL 01.jpg|thumb|none|600px|Default FN FAL in the loadout menu.]]&lt;br /&gt;
[[Image:BFH FN FAL 02.jpg|thumb|none|600px|FN FAL with the &amp;quot;Stock&amp;quot; attachment, which gives the entire weapon synthetic furtniture.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The Third Generation [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]], listed in-game as the &amp;quot;SCAR-H&amp;quot;, is an unlockable heavy carbine for the Law Enforcement Enforcer. With the heavy barrel attachment, it becomes a mid length SCAR-H STD. The game also shows the incorrectly pressing the magazine release button while empty reload. &lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
[[Heckler &amp;amp; Koch G36C]] is available to purchase for the Law Enforcement Operator class. Like in Battlefield 4, during the beta it has an incorrect rate of fire of 650 rounds per minute instead of 750. but was corrected in the full game to it's proper 750 RPM. In betas, it was exclusive to the Criminal team, but was swapped after the February beta for balancing reasons&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36C02.jpg|thumb|none|600px|G36C being held.]]&lt;br /&gt;
[[Image:BFHLG36C03.jpg|thumb|none|600px|G36C iron sight.]]&lt;br /&gt;
[[Image:BFHLG36C01.jpg|thumb|none|600px|Stock G36C in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36E/KV Hybrid==&lt;br /&gt;
During the June 2014 beta, the [[Heckler &amp;amp; Koch G36|H&amp;amp;K G36E/KV Hybrid]] was the default Enforcer weapon, fitted with a 100-round drum C-Mag. The game refers it as the &amp;quot;MG36&amp;quot; LMG variant, but it is obviously NOT an MG36 since H&amp;amp;K only produced few MG36s with export sight; the weapon in-game is depicted as having the G36KV carrying handle/railmount. When equipped with iron sights, it uses backup iron sights as opposed to the sights mounted on the G36KV carrying handle as they are absent. The gun also shows the bolt being still even when the gun is fired.  As of the February 2015 beta, this weapon is no longer available to the Enforcer, as it, along with other LMGs, are now Battle Pickups. It always spawns with a CompM4S Sight, Muzzle Brake and Laser Sight and can be equipped from the trunk of a player's car with the LMG Armory vehicle upgrade. &lt;br /&gt;
[[Image:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with rail top carry handle - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:HKG36E-KV(MG36).jpg‎|thumb|none|450px|'''Airsoft''' A Hybrid of the G36E/KV which is often confused as the &amp;quot;MG36&amp;quot; Configuration -(fake) 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36K01.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLG36K02.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLG36K04.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; with an EOtech holographic sight.]]&lt;br /&gt;
[[Image:BFHLG36K03.jpg|thumb|none|600px|Stock &amp;quot;MG36&amp;quot;  in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] with 10.4 inch barrel is available to the Criminal Operator class as the &amp;quot;M416&amp;quot;. With the heavy barrel attachment, it becomes a mid length 14.5 inch barrel. In betas, it was exclusive to the Law Enforcement team, though after the Februrary beta was changed to the Criminal team for balancing. It is tied with the RO933 for the highest rate of fire in its weapon class&lt;br /&gt;
[[File:HK416 current.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 D10RS with 10.4 inch barrel - 5.56x45mm NATO.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK51==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK51]] is available for the Criminal Enforcer class. It has a slow rate of fire and its collapsible stock is extended by default&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|Heckler &amp;amp; Koch HK51 - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM]] is available to the Operator class as the &amp;quot;ARM&amp;quot;. It holds an extremely high capacity of 50 rounds and can be unlocked by completing the Operator Syndicate assignment.&lt;br /&gt;
[[File:Galil.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFH Galil ARM 01.jpg|thumb|none|600px|Default ARM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE N 21==&lt;br /&gt;
The [[Galil ACE|Galil ACE N 21]] is available to the Operator class as the &amp;quot;CAR-556&amp;quot;. It's currently only available for pre-ordering the game or buying the Deluxe Edition Upgrade. It posses the second largest magazine capacity of the Operator Weapons (with the ARM being first) holding 40 rounds.&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] incorrectly appears as the under named &amp;quot;M1&amp;quot; in the Robbery DLC. It fitted with 30 rounds magazines and folded stock by default. With the stock attachment, stock becomes a unfolding. Like the M1A1 Thompson, M1A1 Carbine is few primary weapon that can be used by all classes.&lt;br /&gt;
[[Image:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The Ohio Ordnance HCAR is available for the Law Enforcement Enforcer class. Much like its counterpart on the Criminal team, the HK-51, it has a slow rate of fire but high power. Holds 30+1 rounds&lt;br /&gt;
[[File:HCAR.jpg|thumb|none|450px|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==PTR 91==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3#PTR 91|PTR 91]] is available as a marksman rifle to the Criminal Professional class.&lt;br /&gt;
[[File:PTR91NEW.jpg‎|thumb|none|450px|PTR 91 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLPTR02.jpg|thumb|none|600px|PTR-91 being held.]]&lt;br /&gt;
[[Image:BFHLPTR03.jpg|thumb|none|600px|PTR-91 iron sight.]]&lt;br /&gt;
[[Image:BFHLPTR01.jpg|thumb|none|600px|Stock PTR-91 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK light machine gun]] appears as the &amp;quot;RPK&amp;quot; in the Robbery DLC. Like the Galil ARM, RPK holds an extremely high capacity of 50 rounds drum magazines (Actual RPK's drum magazines hold 75 rounds) and now categorized as Assault Rifle. Like the AKM, RPK fitted original wood handguard by default. when equipping anything in the Accessory slot, it became the RIS handguard.&lt;br /&gt;
[[Image:Rpk 01 drum.jpg|thumb|none|450px|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG StG 57 / SG 510-4 Hybrid==&lt;br /&gt;
[[SIG SG 510]] is available in Criminal Activity DLC for the Law Enforcement Enforcer class. Its modelled after both StG 57 and SG 510-4, as it has the overall black furniture and stock of StG 57, but ironsights and charging handle are from SG 510-4, and it is chambered in 7.62x51mm NATO. The default magazine holds 24 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:SIGSG510-4.jpg|thumb|450px|none|SIG SG 510-4 Battle Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SIG-StG-57.jpg|thumb|450px|none|SIG StG 57 Battle Rifle - 7.5mm Swiss]]&lt;br /&gt;
[[Image:BFH SG510.jpg |thumb|600px|none|Default SG 510 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] is available to the Law Enforcement Operator class as the &amp;quot;SG553&amp;quot;. It is equipped by default with an SRS Red Dot. &lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|none|450px|SIG SG 553 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==SAIGA 308==&lt;br /&gt;
The [[SAIGA 308]] as the &amp;quot;SAIGA .308&amp;quot; can be purchased for the Criminal Professional class. As of the beta, no iron sight is available to this gun. Due to either modeling or point of perspective, when viewed from the first person, the scope seems ridiculously large. In the full game, correct iron sights have been added, replicating the AKM ironsights.&lt;br /&gt;
[[Image:Saiga 308.jpg|thumb|none|450px|SAIGA 308 - 7.62х51mm NATO]]&lt;br /&gt;
[[Image:BFHLSAIGA30802.jpg|thumb|none|600px|&amp;quot;SAIGA .308&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAIGA30801.jpg|thumb|none|600px|Stock &amp;quot;SAIGA .308&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[M14 Rifle#Springfield Armory M1A SOCOM 16|Springfield Armory M1A SOCOM 16]] ,  known simply as &amp;quot;SOCOM 16&amp;quot;, is a marksman rifle for the Law Enforcement Professional class.  With the heavy barrel attachment, it becomes a full length M1A.&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|450px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As noted in the intro, man-portable machine guns are Battle Pickups in this entry of the series, and are no longer part of any class' kit.&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] comes back from the previous [[Battlefield]] series. It spawns on some maps as a Battle Pickup equipped with a Holographic sight and a stubby grip. &lt;br /&gt;
[[Image:M240-1.jpg‎|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHM240B.jpg|thumb|none|600px|The M240B in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para==&lt;br /&gt;
An [[M249]] was featured in the Beta on the Counter/Heavy Attack Truck, being used by the secondary gunner and was available for the Enforcer class during early beta's. Now in the full game it is a Battle Pickup instead, and appears as the backdoor weapon for the SUV as well.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg‎|thumb|none|450px|FN M249 Para - 5.56x45mm]]&lt;br /&gt;
[[Image:BFHLSAW01.jpg‎|thumb|none|600px|M249 SAW mounted on top of the Mk19 grenade launcher and M2HB machine gun, that is mounted on top of a Counter/Heavy Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
[[PKP Pecheneg]] is mounted on Criminals' Hardened Attack Truck. It is the default gun used by the driver.&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg machine gun with ammo box - 7.62x54mm R.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==AAC Integrally Suppressed Remington 700==&lt;br /&gt;
The AAC Integrally Suppressed [[Remington 700]] appears as the &amp;quot;.300 Knockout&amp;quot;. It can be unlocked for both teams by completing the Professional Syndicate assignment. It also comes with a straight-pull bult by default&lt;br /&gt;
[[Image:Img 5166-tfb.jpg|thumb|none|450px|AAC Integrally Suppressed Remington 700 - .300 BLK]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M82 rifle series#Barrett M107|Barrett M107]] appears as the &amp;quot;M82 .416&amp;quot; in the Robbery DLC.&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|450px|Barrett M107 - .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]]. This time around, it is correctly designated &amp;quot;AWM&amp;quot;, and correctly chambered in .338 Magnum. It can be purchased for the Criminal Professional.&lt;br /&gt;
[[Image:AI L115A3.jpg|thumb|none|450px|Accuracy International AWM-F - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BFHAWMF.jpg|thumb|none|600px|The hidden incomplete &amp;quot;AWM&amp;quot; on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s AWM-F.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 Enhanced Combat Carbine==&lt;br /&gt;
The [[Knight's Armament SR-25|SR-25 Enhanced Combat Carbine]] appear as &amp;quot;SR-25 ECC&amp;quot;. It can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm]]&lt;br /&gt;
[[Image:BFHSR25.jpg|thumb|none|600px|The hidden incomplete &amp;quot;SR-25 ECC&amp;quot; in the loadout menu on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s Mk 11 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700LTR==&lt;br /&gt;
The [[Remington 700| Remington 700 LTR]], as &amp;quot;R700LTR&amp;quot;, was the default weapon of the Professional class in the June 2014 beta. It is equipped with a fluted barrel. Currently it can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Rem700.jpg|thumb|none|450px|Remington Model 700P LTR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLR70001.jpg|thumb|none|600px|&amp;quot;R700 LTR&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR70002.jpg|thumb|none|600px|Stock &amp;quot;R700 LTR&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Elite==&lt;br /&gt;
The [[Steyr Elite]] appear as &amp;quot;Scout Elite&amp;quot;, is the default weapon of the Professional class starting with the February 2015 beta. By default it is equipped with a straight-pull bolt accessory, removing the need to unscope between aimed shots. Unlike the heavier bolt-action rifles, it comes with only a 6x scope by default, rather than 8x&lt;br /&gt;
[[Image:ELITE.jpeg|thumb|none|450px|Steyr Elite - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Both the Stinger and the RPG-7 were available gadgets for the Mechanic class during the June 2014 beta, but these have since been relegated to Battle Pickups.&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
[[FIM-92A Stinger]] is available as a pick-up weapon only. Just how the police and a criminal syndicate can get a hold of this advanced military grade weapon is beyond anyone's guess, but it functions just like the previous games. The Anti-Air Armory upgrade for certain vehicles allows it to be claimed from their trunk.&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:BFHLStinger01.jpg|thumb|none|600px|Player holding the Stinger.]]&lt;br /&gt;
[[Image:BFHLStinger02.jpg|thumb|none|600px|Player aiming down the sights of the Stinger.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is available to the Law Enforcement Mechanic class. The descrition of the weapon reads &amp;quot;''It's not exactly clear how Law Enforcement got a hold of this baby. A breach-loading launcher, it fires a 40mm high explosive grenade that is effective against light vehicles and agents.''&amp;quot; As in the previous two games, 40mm grenades are more useful for finishing weakened enemies off or taking down vehicles than for direct kills&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|275px|H&amp;amp;K M320 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The M79 is available for the Criminal Mechanic Class. It's description states that the weapon was (obviously) not obtained through legal channels. It functions identically to the M320&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
The [[M79 grenade launcher]] is the criminals' counterpart to the M320.&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The SMAW spawns as a Battle Pickup throughout some maps. It is a single shot weapon, being discarded upon use (similar to [[Battlefield 4]]'s AT4) and is much more powerful than the RPG-7. &lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] can no longer be equipped by the Mechanic class, but can be picked up from various locations. The Anti-Armor Armory upgrade for certain vehicles allows it to be claimed from the vehicle's trunk.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BFHLRPG701.jpg|thumb|none|600px|Player holding the RPG-7V2.]]&lt;br /&gt;
[[Image:BFHLRPG702.jpg|thumb|none|600px|Sights of the RPG-7V2.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==AN/M14 incendiary grenade==&lt;br /&gt;
Available to purchase for any class. Incendiaries (and molotovs) thrown by teammates will have blue fire. Two are carried at once&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 incendiary grenade]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
Available for purchase for any class. As in Battlefield 4, smoke clouds can prevent spotting&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|120px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 fragmentation hand grenade==&lt;br /&gt;
Every class in the game can equip one [[M67 hand grenade|M67 fragmentation hand grenade]]. It is the default grenade&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|150px|M67 fragmentation hand grenade]]&lt;br /&gt;
[[Image:BFHLM6701.jpg|thumb|none|600px|Player holding the M67.]]&lt;br /&gt;
[[Image:BFHLM6702.jpg|thumb|none|600px|M67 on the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
Available for purchase for any class. Players using the Flashbang can carry 2 at a time&lt;br /&gt;
[[Image:M84stun.jpg|thumb|none|100px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears on many vehicles. It is the main weapon for the Counter Attack Trucks. It is also the default door gunner weapon for the transport helicopters, and can be purchased for the SUVs to replace the default M134.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BFHLM201.jpg|thumb|none|600px|Heavy/Counter Attack Truck with the M2HB mounted on top]]&lt;br /&gt;
&lt;br /&gt;
==FN M3M==&lt;br /&gt;
The [[Browning M3#FN GAU-21|FN M3M]] is purchasable for the SUV turret, and the helicopter door gunners, referred to as &amp;quot;M3M&amp;quot;. It differs from the M2HB by having a higher rate of fire.&lt;br /&gt;
[[image:FN GAU-21.jpg|thumb|none|400px|FN M3M (designated GAU-21 in the US military) - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is also mounted on the Counter Attack Truck as a secondary weapon to the [[Browning M2HB]], it can be customized to fire 25mm flechette ammunition.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BFHLMK1901.jpg|thumb|none|600px|Mk 19 grenade launcher on a police Counter Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
[[M134 Minigun]]s are mounted on the Transport Helicopters, Armoured SUV and Attack Helicopter's nose mount.&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHLM13401.jpg|thumb|none|600px|M134 mounted on top of a Armoured Van.]]&lt;br /&gt;
[[Image:BFHLM13403.jpg|thumb|none|600px|Armoured Van with M134 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLM13402.jpg|thumb|none|600px|M134 mounted on top of a Transport Helicopter.]]&lt;br /&gt;
[[Image:BFHLM13404.jpg|thumb|none|600px|Transport Helicopter with M134 in the loadout menu]]&lt;br /&gt;
[[Image:BFHLM13405.jpg|thumb|none|600px|M134 mounted on the nose of the Attack Helicopter.]]&lt;br /&gt;
&lt;br /&gt;
=Misc.=&lt;br /&gt;
&lt;br /&gt;
==Taser X26E==&lt;br /&gt;
The [[Taser#X26|Taser X26E]] appears as an all-kit gadget, in the sidearm slot. It is called &amp;quot;T62 CEW&amp;quot; (for '''C'''onducted '''E'''nergy '''W'''eapon, the official classification for Taser-like weapons) in the game. The ingame version can mount a reflex sight, something not possible with the real-life weapon, and indeed the ingame model shows no rails or other attachment points where one could be mounted. The reticle consists of a large white circle, and two green dots appear in the center if an enemy is within range. Enemies hit with the Taser will visibly spark for several seconds and collapse, and Taser takedowns will award a &amp;quot;Non-Lethal Takedown&amp;quot; score bonus, in addition to allowing players to interrogate the stunned enemy&lt;br /&gt;
[[Image:X26-tazer.jpg|thumb|none|401px|X26E Taser with safety cap on]]&lt;br /&gt;
[[Image:BFHLTaser01.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; being reloaded.]]&lt;br /&gt;
[[Image:BFHLTaser02.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: War]]&lt;br /&gt;
[[Category: Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=957851</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=957851"/>
		<updated>2015-09-08T03:49:41Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Benelli M4 Super 90 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is an upcoming first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is being developed on a modified ''Unreal Engine 3''.  Killing Floor 2 came out on April 21st 2015 as an early access game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta 92 Hybrid ==&lt;br /&gt;
It appears as the &amp;quot;9mm Pistol&amp;quot; and is equipped with a usable tac-light. It's the starting sidearm for all Perks. It seems to be a combination of the [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]] frame and the [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings). Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues.&lt;br /&gt;
&lt;br /&gt;
As of the 'Incinerate 'N Detonate' update, the player can now dual-wield 9mm Pistols.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[Image:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm]]&lt;br /&gt;
[[Image:KillingFloor2-M9A1-1.jpg|none|thumb|600px|A player draws his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide.]]&lt;br /&gt;
[[Image:KillingFloor2-M9A1-2.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in. Note the shape of the hammer, and that the butt of the grip is rounded, evident to the M9A1.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Beretta's, in complete disregard for safe firearm usage.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming down sights' with dual pistols was just a zoom, the characters in KF2 are slightly smarter; They only aim down the right-hand pistol.  (This doesn't explain how he's aiming the left-hand pistol, though.)]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando perk. It fires in semi and burst modes. This version of the Colt 9mm Submachine Gun features a forward assist and Rail Interface System with RRA Tactical Mount rear sight and Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|350px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[Image:KillingFloor2-ColtSMG-1.jpg|thumb|600px|none|A nice shot of the side of the Colt SMG.]]&lt;br /&gt;
[[Image:KillingFloor2-ColtSMG-2.jpg|thumb|600px|none|A player draws his SMG.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder edition of Mossberg 500. Attached to the rail on the muzzle device is a useable flashlight. It holds 7+1 in-game, rather than 5+1.&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|400px|none|Mossberg 500 Rolling Thunder - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player aims his Mossberg while marveling at the destroyed Paris streets.]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
[[Image:TraderScreen.jpg|thumb|600px|none|The Mossberg 500 seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun is the third weapon available for the Support perk. It is equipped with a usable weaponlight as well as a red dot sight on the top rail. Like in first Killing Floor, it originally featured a 6-round magazine, indicating the use of three-inch shells, though this has been changed to an 8-round magazine with patches.&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|350px|none|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[Image:KillingFloor2-BenelliM4-1.jpg|thumb|600px|none|A player performs an ammo check.]]&lt;br /&gt;
[[Image:KillingFloor2-BenelliM4-2.jpg|thumb|600px|none|The Super 90 in all its glory.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support. It deals more damage than the standard pump-action and has a wider pellet spread, however its ammo capacity is restricted to two shells. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|600px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|A player shows us the two shotgun shells that he intends to load into his Boomstick.]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|A player preforms a brass check, showing off how detailed the shotguns engravings are.]]&lt;br /&gt;
[[Image:KF2Barrel4.jpg|thumb|600px|none|The Double Barreled Shotgun seen in the trader inventory screen.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The AA-12 is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|350px|none|AA-12 CQB - 12 Gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range.]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 'Trench Gun' ==&lt;br /&gt;
The Trench Gun returns from the first game, again loaded with 'Dragons Breath' shells.  Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug.  Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time.  This makes it a good backup to the Flamethrower when high spike damage is needed.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|400px|none|Winchester Model 1897 in 'Trench' configuration - 12 Gauge]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel.  (As to be expected of a 100 year old shotgun.)]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Guns sights.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a 'Dragons Breath' shell loaded in the chamber.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning Magnesium on some nearby Clots and Gorefasts.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== L85A2 ==&lt;br /&gt;
The [[SA80#L85A2|L85A2]] is the second weapon for the Сommando perk. It replaces the L22 from the original and is fitted with an EOtech holographic sight. It also sports Magpul EMAGs as it's standard magazines.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|350px|none|L85A2 - 5.45x39mm.]]&lt;br /&gt;
[[Image:KillingFloor2-185A2-1_.jpg|thumb|600px|none|A player scans the Metro's advertisements, L85A2 in hand.]]&lt;br /&gt;
[[Image:KillingFloor2-L85A2-2.jpg|thumb|600px|none|A player begins to unequip his L85A2.]]&lt;br /&gt;
&lt;br /&gt;
== AK-12 ==&lt;br /&gt;
The [[AK-12|AK-12]] is the third Commando-perk weapon and replaces the Draco Carbine from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|350px|none|AK-12 - 5.45x39mm]]&lt;br /&gt;
[[Image:KillingFloor2-AK-12-1.jpg|thumb|600px|none|The Tactical Reload for the AK-12. Note the bullets are rendered in the magazine.]]&lt;br /&gt;
[[Image:KillingFloor2-AK-12-2.jpg|thumb|600px|none|A lovely shot of the AK-12.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mark 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando perk. Like in the first game, the SCAR-H is equipped with a 20rd magazine and a vertical foregrip. Unlike in the first game, the barrel is short, indicating it is the CQC model, and it has a InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|350px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
The M79 returns from the first game as the Tier 3 weapon for the Demolition perk.  It has orange stripes painted on the barrel, akin to tiger stripes.  Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only.  Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED.  However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|400px|none|M79 Grenade Launcher with sight folded down - 40mm]]&lt;br /&gt;
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79.  TWI have done some really nice weathering detail on this weapon.  Though difficult to see in the dark, on the barrel, you can see the orange stripes.]]&lt;br /&gt;
[[Image:KF2-M79-2.jpg|thumb|600px|none|Aiming down the M79s iron sights.  I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.]]&lt;br /&gt;
[[Image:KF2-M79-3.jpg|thumb|600px|none|Performing an ammo check on the M79.  A large, mean 40mm HE grenade sits waiting in the breech.]]&lt;br /&gt;
[[Image:KF2-M79-Reload.jpg|thumb|600px|none|Mr. Foster reloading his M79.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_4&amp;diff=955523</id>
		<title>Battlefield 4</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_4&amp;diff=955523"/>
		<updated>2015-09-02T07:12:05Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Accuracy International AWM-F */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield 4&lt;br /&gt;
|picture=Battlefield 4.jpg&lt;br /&gt;
|caption=''Promotional artwork''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=29 October 2013&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;XBOX One&amp;lt;br&amp;gt;XBOX 360&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
[[file:Battlefield-4China-RisingCover.jpg|thumb|right|300px|''Battlefield 4 - China Rising'' (2013)]]&lt;br /&gt;
[[file:Battlefield-4-Second-Assault-cover.jpg|thumb|right|300px|''Battlefield 4 - Second Assault'' (2014)]]&lt;br /&gt;
[[file:Battlefield-4-naval-strike-cover.jpg|thumb|right|300px|''Battlefield 4 - Naval Strike'' (2014)]]&lt;br /&gt;
[[file:Battlefield-4-dragon-teeath-cover.jpg|thumb|right|300px|''Battlefield 4 - Dragon`s Teeth'' (2014)]]&lt;br /&gt;
&lt;br /&gt;
''Battlefield 4'' is the latest installment in the ''[[Battlefield]]'' series developed by Swedish game developer DICE and published by Electronic Arts. It was announced that those who pre-ordered ''[[Medal of Honor: Warfighter]]'' would be granted early beta access to the game. The game was released on October 29. &lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Handguns are the only class of weapon to be equipped in the secondary slot in multiplayer (with the single exception of the Serbu Shorty 870). They offer a faster transition time than reloading a primary weapon. In an odd departure from ''[[Battlefield 3]]'', magazine-fed handguns all use identical reloading animations. Hammers are in the proper positions for single action firing, if available. Handguns offer relatively high damage (even more so with revolvers) at very short range and low damage at distance. Attachments available include lights, lasers, barrel attachments, and both iron and optical sights. Revolvers may not be suppressed.&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92F/FS|Beretta M9]] returns from ''[[Battlefield 3]]'' and is the second sidearm to be unlocked. It is nearly identical to the P226 in performance aside from a slightly different recoil pattern. The M9 is the United States military designation for the 92FS. When utilizing accessories such as lights and lasers, the [[Beretta 92 pistol series#Beretta M9A1|M9A1]] variant with an integrated rail would be more appropriate. The M9 requires a score of 4000 points earned with pistols to unlock. The in-game model is also used for the three-round burst &amp;quot;93R&amp;quot;, and both versions have a 15+1 round capacity. Beretta M9's are seen holstered on Clayton &amp;quot;Pac&amp;quot; Pakowski and United States Marine Corps support player's chest holster. Except for other USMC soldiers, who have Glock 17's in various holsters.&lt;br /&gt;
[[file:M9-pistolet.jpg|thumb|none|400px|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Bf4 hd M9 menu.jpg|thumb|none|600px|Beretta M9 in game.]]&lt;br /&gt;
[[file:Bf4 hd M9 holding.jpg|thumb|none|600px|The player holds the Beretta M9.]]&lt;br /&gt;
[[file:Bf4 hd M9 aim.jpg|thumb|none|600px|The player aims the Beretta M9. The iron sights are a little small with respect to the size of the slide.]]&lt;br /&gt;
[[file:Bf4 hd M9 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Beretta M9&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd M9 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Beretta M9&amp;quot; from slide lock. A minor animation error is evident here - the slide is not far back enough.]]&lt;br /&gt;
[[file:BF4C M9.jpg|thumb|none|600px|Sgt. Recker finds himself with yet another handgun uncomfortably close to his face, this time a Beretta at the beginning of the Tashgar level.]]&lt;br /&gt;
[[file:BF493R01.jpg|thumb|none|600px|Stock &amp;quot;93R&amp;quot; in the loadout menu. Note that this is a re-used M9 model with the front grip attached.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 40DS==&lt;br /&gt;
The [[Chiappa Rhino]] revolver appears in the DLC Naval Strike, called &amp;quot;SW40&amp;quot;. It is the 4 inch barrel version. The Rhino's visible hammer does not move while firing, which is actually correct, as the gun has an internal hammer and the visible part is simply a lever used to cock the internal hammer, which does not stay back after the internal hammer is cocked, nor does it move while firing (a comparison could be made to an AR-15 or MP5 charging handle, which only move when moved by the user, as they are separate from the bolt).&lt;br /&gt;
[[Image:Chiappa Rhino 4&amp;quot;.jpg|thumb|none|400px|Chiappa Rhino 40DS (4&amp;quot; barrel version)  - .357 Magnum]]&lt;br /&gt;
[[Image:BF4RHINO01.jpg|thumb|none|600px|Stock Chiappa Rhino 40DS in the loadout screen..]]&lt;br /&gt;
[[Image:BF4RHINO02.jpg|thumb|none|600px|The Rhino being held.]]&lt;br /&gt;
[[Image:BF4RHINO03.jpg|thumb|none|600px|The Rhino's iron sight.]]&lt;br /&gt;
[[Image:BF4SW40Reload.jpg|thumb|none|600px|Reloading the Rhino, whether fired or not, the rounds are always rendered as if they have not been fired.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 SP-01 SHADOW==&lt;br /&gt;
The [[CZ 75#CZ 75 SP-01 SHADOW|CZ 75 SP-01 SHADOW]] chambered in .40S&amp;amp;W appears as the &amp;quot;CZ-75&amp;quot; and is an unlockable sidearm in the game, holding 12+1 rounds. It is a factory-custom, competition oriented variant of the popular CZ 75. This pistol requires a score of 45000 points earned with pistols to unlock.&lt;br /&gt;
[[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|400px|CZ 75 SP-01 SHADOW - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BF4CZ7501.jpg|thumb|none|600px|Stock CZ 75 in the loadout menu. The engravings on the slide say &amp;quot;Made in Czech Republic&amp;quot;.]]&lt;br /&gt;
[[Image:BF4CZ7502.jpg|thumb|none|600px|CZ 75 being held. Since the Spring 2015 patch, the magazine size has been updated to an accurate 12+1 rounds, evident by the slightly extended baseplate visible in the loadout menu.]]&lt;br /&gt;
[[Image:BF4CZ7503.jpg|thumb|none|600px|CZ 75 iron sight. The fiber optic sights do not have any glow; instead, they are a dull red color.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .44 Magnum appears as the &amp;quot;DEagle 44&amp;quot; in the Dragon's Teeth DLC and holds 8+1 rounds. Fitting the &amp;quot;Compensator&amp;quot; attachment to the weapon will add the factory IWI muzzle brake (referred to in the second image). However, fitting the &amp;quot;muzzle brake&amp;quot; attachment will utilize the same generic brake used on other pistols. This handgun is unlocked with the completion of the &amp;quot;Recoil Kinetics&amp;quot; assignment.&lt;br /&gt;
[[Image:DesertEagle44ModelXIX.jpg|thumb|400px|none|IMI Desert Eagle MK XIX - .44 Magnum]]&lt;br /&gt;
[[File:BCFDE.jpg|thumb|400px|none|Desert Eagle Mk XIX in brushed chrome finish and with a muzzle brake - .50AE]]&lt;br /&gt;
[[Image:BF4DEAGLE01.jpg|thumb|none|600px|Desert Eagle Mark XIX in the customization menu.]]&lt;br /&gt;
[[Image:BF4DEAGLE02.jpg|thumb|none|600px|Desert Eagle Mark XIX being held by the player. Note the modern thumbs-forward grip technique.]]&lt;br /&gt;
[[Image:BF4DEAGLE03.jpg|thumb|none|600px|Desert Eagle Mark XIX iron sight.]]&lt;br /&gt;
[[Image:BF4DEAGLEReload.jpg|thumb|none|600px|Reloading Desert Eagle Mark XIX. The reload animation differs from the other semi-auto handguns - the player releases the slide with his left thumb.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is available in multiplayer as an unlockable sidearm and holds 20+1 rounds. In-game, the Five-seven does slightly less damage than 9x19mm pistols but benefits from having superior accuracy and a large magazine capacity. The Five-seveN requires 28000 points with handguns to unlock.&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|none|400px|FN Five-seveN - FN 5.7x28mm]]&lt;br /&gt;
[[Image:BF45701.jpg|thumb|none|600px|Stock Five-Seven in the loadout menu.]]&lt;br /&gt;
[[Image:BF45702.jpg|thumb|none|600px|Five-Seven being held.]]&lt;br /&gt;
[[Image:BF45703.jpg|thumb|none|600px|Five-Seven iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
On the cover art, as well as other promotional artwork, Recker is seen holding a [[Glock 17]] with a flashlight attached to it. The standard version has the same tan frame as the game's Glock 18. It is only seen in the singleplayer campaign, used by NPCs. Pac weilds the Glock 17 as his standard sidearm throughout the campaign (Even though he holstered Beretta M9 in chest holster), Captain Garrison uses one with a black frame in the level &amp;quot;South China Sea&amp;quot;, as well as Agent Kovic in Shanghai. like previous game, black frame model is seen holstered almost all USMC soldiers. except support player (Which uses Pac's body model) in multiplayer, They holstered Beretta M9 in chest holster.&lt;br /&gt;
[[file:Glock173rdGen.jpg|thumb|400px|none|Glock 17 3rd Generation - 9x19mm]]&lt;br /&gt;
[[file:Bf4 hd glock 17 2.jpg|thumb|600px|none|Glock 17 in game, pointed at Rucker during a tense evasion of Russian Spetsnaz forces in the &amp;quot;Baku&amp;quot; level.]]&lt;br /&gt;
[[file:BF4C G17.jpg|thumb|600px|none|Recker takes a closer look at Captain Garrison's Glock 17, the only clear appearance of the black frame in game at the end of the South China Sea chapter.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] is the only fully-automatic capable handgun in the game. It features a 1100 round per minute fire rate and a 17+1 round capacity. The Glock requires 23000 points with handguns to unlock. It's worth noting that it's actually a re-use of the G17's model with an 18's selector switch - it features all the cocking serrations, instead of the middle portion being flat where the fire mode markings should be.&lt;br /&gt;
[[Image:Glock18c 01-1-.jpg|thumb|400px|none|Glock 18 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BF4G1801.jpg|thumb|600px|none|Stock Glock 18 in the loadout menu. The magazine model is set too far up the grip as the baseplate is not visible at all.]]&lt;br /&gt;
[[Image:BF4G1803.jpg|thumb|600px|none|Glock 18 being held.]]&lt;br /&gt;
[[Image:BF4G1802.jpg|thumb|600px|none|Glock 18 iron sight. While the rear sight is the standard factory Glock plastic sight, the front sight is oddly triangular in shape.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK45C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK45#Heckler &amp;amp; Koch HK45C|Heckler &amp;amp; Koch HK45C]] is the last sidearm to be unlocked in multiplayer, and is listed as the &amp;quot;Compact 45&amp;quot; presumably for trademark reasons; however, DICE's internal file name for the pistol remains &amp;quot;HK45C&amp;quot;. It uses the 10-round extended &amp;quot;elephant foot&amp;quot; magazines, and has the threaded barrel of the 45CT. The HK45C was developed as the compact version of the full-size [[Heckler &amp;amp; Koch HK45|HK45]], but shares some characteristics with the 9x19mm [[Heckler &amp;amp; Koch P2000|HK P2000]]. The HK45CT suppressor-ready variant has been adopted by United States Naval Special Warfare units in limited numbers as the Mk 24 Mod 0 Combat Assault Pistol. The HK45C is the last handgun unlocked via score in multiplayer, requiring 57000 points with handguns.&lt;br /&gt;
[[Image:HK45C.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK45C with standard 8-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:BF4HK45Reload.jpg|thumb|none|600px|The player reloads the HK45C.]]&lt;br /&gt;
[[Image:BF4C4503.jpg|thumb|none|600px|Stock HK45C in the loadout menu.]]&lt;br /&gt;
[[Image:BF4C4504.jpg|thumb|none|600px|HK45C being held. The modelers forgot to give the HK45C a firing pin.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The lever action rifle &amp;quot;[[Marlin Model 1894]]&amp;quot; is included in the Spring 2015 Patch and is modernized with rails, metallic finish, sawed off stock and barrel. Refereed in game as Mare's leg&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|400px|Modern Marlin Model 1894 - .44 Magnum.]]&lt;br /&gt;
[[Image:Model1892MaresLeg.jpg|thumb|none|400px|Replica Winchester 1892 &amp;quot;Mare's Leg&amp;quot; with standard lever loop and rounded barrel- .44-40. This model also shows off the screw used to do &amp;quot;rapid fire&amp;quot;. This is put in place so the user does not need to pull the trigger. The screw breaks the shots when the action is worked.]]&lt;br /&gt;
[[File:BF4MareLoadout.jpg|thumb|none|600px|Mare's Leg in the loadout menu.]]&lt;br /&gt;
[[File:BF4MareHold.jpg|thumb|none|600px|Mare's Leg being held.]]&lt;br /&gt;
[[File:BF4MareIron.jpg|thumb|none|600px|Mare's Leg iron sight.]]&lt;br /&gt;
[[File:BF4MareLever.jpg|thumb|none|600px|Cycling the Mare's Leg.]]&lt;br /&gt;
[[File:BF4MareReload.jpg|thumb|none|600px|Reloading the Mare's Leg.]]&lt;br /&gt;
&lt;br /&gt;
==Mateba Model 6 Unica==&lt;br /&gt;
The [[Mateba Model 6 Unica]] appears as the &amp;quot;Unica 6&amp;quot; in the Dragon's Teeth DLC. If the Compensator attachment is used, the gun will use its own unique compensator instead of the generic P226 compensator for most other handguns. A 3x scope is also available in addition to the standard selection of sights. It is unlocked with the completion of the &amp;quot;Big Splash&amp;quot; assignment.&lt;br /&gt;
[[Image:Pistol Italian Mateba Unica in .44 Rem. Mag. with muzzle break.jpg|thumb|none|400px|Mateba Model 6 Unica with 5&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:BF4DMateba01.jpg|thumb|none|600px|Mateba Model 6 Unica in the loadout menu.]]&lt;br /&gt;
[[File:BF4DMateba02.jpg|thumb|none|600px|Mateba Model 6 Unica being held.]]&lt;br /&gt;
[[File:BF4DMateba03.jpg|thumb|none|600px|Mateba Model 6 Unica iron sight. Note the tritium amber dots that glow in dark environments.]]&lt;br /&gt;
[[File:BF4MatebaReload.jpg|thumb|none|600px|Reloading the Mateba Model 6 Unica, which ends with a controversial flicking away of the speedloader.]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
During the singleplayer campaign, Dunn gives Recker an [[MP-412 REX]] to shoot the windshield of the car. Rather interestingly, the MP-412 was never put in full production, so its presence in a United States MARSOC unit could only be explained as a war trophy, taken from Russian forces. The REX cannot be unlocked through multiplayer, the player must complete the first mission of the single-player campaign, &amp;quot;Baku&amp;quot;, to unlock it.&lt;br /&gt;
[[file:Mp-412-1.jpg|thumb|400px|none|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[file:BF4REX01.jpg|thumb|none|599px|MP-412 REX in game.]]&lt;br /&gt;
[[file:Bf4 hd MP-412 REX holding.jpg|thumb|none|600px|The player holds the MP-412 REX.]]&lt;br /&gt;
[[file:Bf4 hd MP-412 REX aim.jpg|thumb|none|600px|The player aims to MP-412 REX.]]&lt;br /&gt;
[[file:Bf4 hd MP-412 REX reloading 1.jpg|thumb|none|600px|The player reloads MP-412 REX. Note the correct depiction of the automatic ejection mechanism.]]&lt;br /&gt;
[[file:Bf4 hd MP-412 REX reloading 2.jpg|thumb|none|600px|The player reloads MP-412 REX.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443 Grach==&lt;br /&gt;
The [[Yarygin PYa#MP-443 Grach|MP-443 Grach]] returns from ''[[Battlefield 3]]'' and features one of the higher handgun magazine capacities at 17+1. It is unlocked in multiplayer by earning 13000 points with pistols. Curiously, the MP-443 is not seen holstered on Russian Army soldiers. Instead, they have holstered Chinese Norinco QSZ-92-5.8's.&lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|400px|MP-443 Grach - 9x19mm Parabellum]]&lt;br /&gt;
[[file:BF4MP44301.jpg|thumb|none|599px|MP-443 Grach in game.]]&lt;br /&gt;
[[file:BF4MP44302.jpg|thumb|none|599px|The player holds the MP-443 Grach.]]&lt;br /&gt;
[[file:BF4MP44303.jpg|thumb|none|599px|The player aims the MP-443 Grach.]]&lt;br /&gt;
[[file:Bf4 hd mp-443 reloading 1.jpg|thumb|none|599px|The player reloads the MP-443 Grach.]]&lt;br /&gt;
[[file:Bf4 hd mp-443 reloading 2.jpg|thumb|none|599px|The player reloads the MP-443 Grach.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QSZ-92-5.8==&lt;br /&gt;
The [[QSZ-92|Norinco QSZ-92-5.8]] appears in Battlefield 4. The weapon has flip-flopped between 15-round and 20-round magazine capacities, starting with 20 in the beta, 15 in the final release, then patched back to 20 later. In reality, both 15-round and 20-round magazines for the 5.8x21mm rounds are in existence. The QSZ-92 requires 8000 points earned with pistols to unlock. QSZ-92 is correctly holstered all Chinese Army soldiers. but It's also seen holstered in Kimble &amp;quot;Irish&amp;quot; Graves and even Russian Army soldiers holster.&lt;br /&gt;
[[file:11 qsz-92-5 Main.jpg|thumb|400px|none|Norinco QSZ-92-5.8 - 5.8x21mm DAP92]]&lt;br /&gt;
[[file:Bf4 hd QSZ-92-5.8 menu.jpg|thumb|none|600px|Norinco QSZ-92-5.8 in game.]]&lt;br /&gt;
[[file:Bf4 hd QSZ-92-5.8 holding.jpg|thumb|none|600px|The player holds the Norinco QSZ-92-5.8.]]&lt;br /&gt;
[[file:Bf4 hd QSZ-92-5.8 aim.jpg|thumb|none|600px|The player aims to Norinco QSZ-92-5.8.]]&lt;br /&gt;
[[file:Bf4 hd QSZ-92-5.8 reloading 1.jpg|thumb|none|600px|The player reloads Norinco QSZ-92-5.8.]]&lt;br /&gt;
[[file:Bf4 hd QSZ-92-5.8 reloading2.jpg|thumb|none|600px|The player reloads Norinco QSZ-92-5.8.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] is featured in multiplayer as the default sidearm for all classes and factions. The P226 was selected for use by the United States Naval Special Warfare Command, and remains in service today worldwide. The P226R added an accessory rail to the frame, though the &amp;quot;R&amp;quot; designation was later dropped. In the game it uses standard 15-round magazines and features a threaded barrel for suppressors. Interestingly, most handguns' &amp;quot;Compensator&amp;quot; attachment was modeled specifically for the P226.&lt;br /&gt;
[[file:P226R.jpg|thumb|400px|none|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Bf4 hd SIG-Sauer P226R menu.jpg|thumb|none|600px|SIG-Sauer P226R in game.]]&lt;br /&gt;
[[file:Bf4 hd SIG-Sauer P226R holding.jpg|thumb|none|600px|The player holds the P226R.]]&lt;br /&gt;
[[file:Bf4 hd SIG-Sauer P226R aim.jpg|thumb|none|600px|The player aims the P226R.]]&lt;br /&gt;
[[file:Bf4 hd SIG-Sauer P226R reloading 1.jpg|thumb|none|600px|The player reloads the P226R.]]&lt;br /&gt;
[[file:Bf4 hd SIG-Sauer P226R reloading 2.jpg|thumb|none|600px|The player reloads the P226R.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]], once again listed as the &amp;quot;.44 Magnum&amp;quot;, is available in multiplayer as the second to last sidearm unlocked. It can kill with just two shots in close range. It has a 3x scope available in addition to the standard selection of sights. It requires 51000 points earned with pistols to unlock.&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|400px|none|Taurus Model 44 - .44 Magnum]]&lt;br /&gt;
[[Image:BF4T44Menu.jpg|thumb|none|600px|The Taurus Model 44 in the multiplayer weapon customization menu.]]&lt;br /&gt;
[[Image:BF4T44Hold.jpg|thumb|none|600px|The Taurus Model 44 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4T44Reload.jpg|thumb|none|600px|The player reloads the Taurus Model 44.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Tactical Custom 1911==&lt;br /&gt;
A one-off custom variant of the [[M1911 pistol series|M1911]], made by Larry Vickers of Vickers Tactical specifically for [[Medal of Honor: Warfighter]], replaces the [[M1911 pistol series#M45 / MEU(SOC)|M45 MEU(SOC)]] from ''[[Battlefield 3]]''. Noticeably, the Vickers trademarks are removed, and it now uses a 7-round magazine compared to 8 from the last game. It is one of the later sidearms unlocked in multiplayer, requiring 34000 handgun points. It has a 3x scope available in addition to the standard selection of sights. The M45 MEU(SOC) or the new Colt M45A1 would have been a far more realistic choice as they are actually in service with the United States Marine Corps Special Operations Command.&lt;br /&gt;
&lt;br /&gt;
[[File:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|400px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]]&lt;br /&gt;
[[File:BF4191101.jpg|thumb|none|600px|Stock Vickers Tactical 1911 in the loadout menu.]]&lt;br /&gt;
[[File:BF4191102.jpg|thumb|none|600px|Vickers Tactical 1911 being held.]]&lt;br /&gt;
[[File:BF4191103.jpg|thumb|none|600px|Vickers Tactical 1911 iron sight. Note the slight misalignment of the sights.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Unlike the previous game, SMGs and any other weapons that appeared under the &amp;quot;PDW&amp;quot; category are now exclusive to the Engineer class.  Their once-exclusive carbines are now all-kit weapons. These weapons categorized as PDWs typically offer superior close-range effectiveness - ironic considering the large, vehicle-based maps where engineers excel. Most are chambered in a pistol caliber and come with excellent hip-fire and mobility in game. Attachments available include lights, lasers, barrel attachments, grips, and both iron and optical sights.  Also, all returning SMGs and PDWs from the previous game, where applicable, now come with their high-capacity magazines by default (eg. The MP7 default magazine is its extended 40-rounder, while the Magpul PDR's default magazine is the standard-capacity 30-round PMAG).&lt;br /&gt;
&lt;br /&gt;
==Beretta Mx4 Storm==&lt;br /&gt;
The Beretta Mx4 Storm, the select-fire military variant of the [[Beretta Cx4 Storm|Cx4]] is available in multiplayer. It is listed simply as the &amp;quot;Mx4&amp;quot;. It is the starting weapon of all three factions' Engineer classes.&lt;br /&gt;
[[file:Beretta Mx4 Storm.jpg|thumb|400px|none|Beretta Mx4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Bf4 hd Beretta Mx4 Storm menu.jpg|thumb|none|600px|Beretta Mx4 Storm in game. Note the lack of any muzzle device.]]&lt;br /&gt;
[[Image:BF4MX4Hold.jpg|thumb|none|600px|The Mx4 Storm in the hands of the player.]]&lt;br /&gt;
[[Image:BF4MX4Reload.jpg|thumb|none|600px|The player reloads the Mx4 Storm. Perhaps this operator needs to be retrained on trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 series#CZ Scorpion Evo 3 A1|CZ Scorpion Evo 3 A1]] appears as the &amp;quot;CZ-3A1&amp;quot;, and features the highest rate of fire among the PDWs (and matching the FAMAS). Interestingly, the default iron sights (correct as Evo factory sights) are used as the default iron sights for a number of other weapons in the game. It requires 37000 points earned with PDWs to unlock.&lt;br /&gt;
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|400px|none|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BF4CZ3Menu.jpg|thumb|600px|none|The CZ Scorpion Evo 3 A1 in the multiplayer weapon customization menu.]]&lt;br /&gt;
[[Image:BF4CZ3Hold.jpg|thumb|none|600px|The CZ Scorpion Evo 3 A1 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4CZ3Reload.jpg|thumb|none|600px|The player reloads the CZ Scorpion Evo 3 A1. Again, a lack of trigger discipline does not inspire confidence.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90#P90 TR|FN P90 TR]] is available in the campaign and unlockable in multiplayer by means of an assignment. Hanna uses this gun as her main weapon in the campaign, it is attached with a Trijicon red dot sight. Unfortunately, the magazine is modeled as opaque instead of the translucent factory magazines - most likely due to the extensive work needed to animate the depleting rounds.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[file:BF4P90Menu.jpg|thumb|none|601px|FN P90 TR in game. The heavy barrel modification installs a much longer barrel, making it resemble the U.S. civilian-legal PS90.]]&lt;br /&gt;
[[file:BF4P90Hold.jpg|thumb|none|601px|The player holds the &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd P90TR aim.jpg|thumb|none|601px|The player aims to &amp;quot;FN P90 TR&amp;quot;. These are the factory CZ Scorpion Evo 3 A1 sights.]]&lt;br /&gt;
[[file:BF4P90Reload.jpg|thumb|none|601px|The player reloads &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd P90TR reloading 2.jpg|thumb|none|601px|The player reloads &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|MP7A1]] is featured in the China Rising DLC. It is unlocked with the completion of the &amp;quot;Make a Dent&amp;quot; assignment. The MP7A1, as in [[Battlefield 3]], is one of the only weapons that retain both front and rear iron sights when attaching an optic. This time, it comes default with the extended 40-round magazine.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[Image:BF4MP701.jpg|thumb|none|600px|Stock MP7A1 in the loadout menu. Although not visible in this image, the HK logo is still present on the grip.]]&lt;br /&gt;
[[Image:BF4MP702.jpg|thumb|none|600px|MP7A1 being held.]]&lt;br /&gt;
[[Image:BF4MP703.jpg|thumb|none|600px|MP7A1 iron sight, with the flip up apertures not being utilized. Note the misalignment - in real life, the rounds would impact a little low.]]&lt;br /&gt;
[[Image:BF4MP7Reload.jpg|thumb|none|600px|Reloading the MP7A1. The player thumbs the slide release to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP45]] is an available PDW in the game. Unlike [[Battlefield 3]], the front sight assembly is removed when equipped with optics. In real life, this would not be possible without permanently altering the weapon. Unlike its 9mm brother, the UMP45 is present in the unlock tree for PDWs, and does not require the player to complete an assignment. The UMP-45 requires 11000 score with PDWs to acquire.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|400px|none|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:BF4UMP45Menu.jpg|thumb|600px|none|The UMP45 in the multiplayer weapon customization menu. The heavy barrel modification makes the barrel length significantly longer.]]&lt;br /&gt;
[[Image:BF4UMP45Hold.jpg|thumb|none|600px|The UMP45 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4UMP45Reload.jpg|thumb|none|600px|The player reloads the UMP45. On a reload from empty, the player now utilizes the bolt release on the receiver. Finger on the trigger seems to be a recurring theme with the engineer class...]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP9==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP9]] is an unlockable PDW in the game, through the &amp;quot;Engineer Expert&amp;quot; assignment. As with the UMP45, the front sight assembly is removed when equipped with optics, which would permanently alter the weapon.&lt;br /&gt;
[[Image:Hk ump9.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP9 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BF4UMP9Menu.jpg|thumb|none|600px|The UMP9 in the multiplayer weapon customization menu. The heavy barrel modification makes the barrel length significantly longer.]]&lt;br /&gt;
[[Image:BF4UMP9Hold.jpg|thumb|none|600px|The UMP9 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4UMP9Reload.jpg|thumb|none|600px|The player reloads the UMP9. On a reload from empty, the player now utilizes the bolt release on the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==Jian She Type-05==&lt;br /&gt;
The [[QCW-05#Jian She Type-05|Jian She Type-05]] appears in-game as the last PDW unlocked. Following the Spring 2015 update, the caliber chambering was updated from 5.8x21mm (50+1 rounds) to 9x19mm (30+1 rounds), ending the caliber confusion with the QCQ-05. It is the final unlocked weapon in the PDW set, requiring a PDW score of 48000.&lt;br /&gt;
[[Image:JS05.jpg|thumb|none|400px|Jian She Type-05 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BF4JS2Menu.jpg|thumb|none|600px|The Type-05 in the multiplayer weapon customization menu.]]&lt;br /&gt;
[[Image:BF4JS2Hold.jpg|thumb|none|600px|The Type-05 in the hands of the player. Note the 50-round capacity shown here is now a correct 30 rounds.]]&lt;br /&gt;
[[Image:BF4JS2Reload.jpg|thumb|none|600px|The magazine release is the small, round button just above and behind the magwell, in the recessed part of the receiver. However, it's modeled flush, as if always being pressed, making it look like a pin.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] is available in multiplayer. This time around, it has a 44-round magazine by default. It is an unlockable PDW requiring 4000 points earned with PDWs.&lt;br /&gt;
[[Image:Pp-2000 1.jpg|thumb|400px|none|PP-2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Bf4 hd PP-2000 menu.jpg|thumb|none|600px|PP-2000 in game. Light and laser attachments use a custom mount fitted underneath the foregrip.]]&lt;br /&gt;
[[Image:BF4PP2000Hold.jpg|thumb|none|600px|The PP-2000 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4PP2000Reload.jpg|thumb|none|600px|The player reloads the PP-2000.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics CBJ-MS==&lt;br /&gt;
The [[Saab Bofors Dynamics CBJ-MS]] appears in-game as an unlockable PDW. It has the highest muzzle velocity in its class, due to its unique 6.5x25mm round. The weapon model shows a 100-round drum magazine, but it actually only holds 50+1 rounds in-game, most likely for balancing purposes. It requires 19000 PDW points to unlock.&lt;br /&gt;
[[Image:CBJ-MS.jpg|thumb|none|400px|Saab Bofors Dynamics CBJ-MS - 6.5x25mm CBJ-MS]]&lt;br /&gt;
[[Image:BF4CBJMSMenu.jpg|thumb|none|600px|A CBJ-MS in the multiplayer weapon customization menu.]]&lt;br /&gt;
[[Image:BF4 CBJMS 01.jpg|thumb|none|600px|The CBJ-MS in the &amp;quot;Levolution&amp;quot; trailer, seen in the hands of an Engineer player as he traps an unlucky enemy player in a traincar with a hand grenade.]]&lt;br /&gt;
[[Image:BF4 CBJMS 02.jpg|thumb|none|600px|Having successfully dispatched his foe, the Engineer reloads his CBJ-MS. On empty, the player pulls the charging handle and then rides it forward by pushing it back in.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in the Dragon's Teeth DLC, and is chambered in .40 S&amp;amp;W and in the standard 6.5&amp;quot; barrel configuration. It features a magazine capacity of 30+1. Interestingly, the MPX is the most recently developed firearm in the game, released by SIG-Sauer in 2014, some time after the original game was released. It is unlocked via the &amp;quot;Not the Weakest Link&amp;quot; assignment.&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX - 9x19mm]]&lt;br /&gt;
[[File:BF4MPX01.jpg|thumb|none|600px|Stock SIG-Sauer MPX in the loadout menu. Note the modified SIG logo on the receiver and selector switch set to auto.]]&lt;br /&gt;
[[File:BF4MPX02.jpg|thumb|none|600px|SIG-Sauer MPX being held.]]&lt;br /&gt;
[[File:BF4MPX03.jpg|thumb|none|600px|SIG-Sauer MPX iron sight. These are the factory CZ Scorpion Evo 3 A1 sights common throughout the PDW class.]]&lt;br /&gt;
[[File:BF4MPXReload.jpg|thumb|none|600px|The player reloads the SIG-Sauer MPX. On empty, the player utilizes the bolt release on the receiver to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
== TsNIITochMash SR-2M Veresk ==&lt;br /&gt;
The [[VSS Vintorez#SR-2 Veresk|TsNIITochMash SR-2M Veresk]] appears as the &amp;quot;SR-2&amp;quot; in the Naval Strike DLC, requiring the completion of the &amp;quot;Packing a Punch&amp;quot; assignment to acquire it.&lt;br /&gt;
[[Image:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[Image:BF4SR201.jpg|thumb|none|600px|Stock &amp;quot;SR-2&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BF4SR202.jpg|thumb|none|600px|&amp;quot;SR-2&amp;quot; being held.]]&lt;br /&gt;
[[Image:BF4SR203.jpg|thumb|none|600px|&amp;quot;SR-2&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BF4SR2Reload.jpg|thumb|none|600px|&amp;quot;SR-2&amp;quot; reloading. When reloading from empty, one can visibly see the safety lever incorrectly in the safe (up) position.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns in Battlefield 4 are equipped in the primary weapon slot with the exception of the Serbu Super Shorty (a secondary), M26 MASS (a gadget), and the USAS-12 (a battle pickup). The game features pump-action, semi-automatic, and fully-automatic (USAS-12 only) shotguns fed from either a tube or detachable magazine. Unique to this weapon category, the player may choose from a variety of ammunition types - buckshot, flechette, slug, and explosive frag rounds. In addition to optics, lights, lasers, and grips, the player may equip muzzle devices such as chokes, brakes, and compensators. Shotguns may not be suppressed in the game. With the exception of the M26 MASS, all shotguns are available to any class.&lt;br /&gt;
&lt;br /&gt;
==Benelli M1==&lt;br /&gt;
A [[Benelli M Series Super 90 Shotguns|Benelli M1]] with a fixed stock and top rail incorrectly replaces the the proper [[Benelli M4|Benelli M4]] with a collapsible stock from BF3 as the &amp;quot;M1014&amp;quot;. It does average damage per shot when compared to the other shotguns, but this is balanced with a very high rate of fire and fast reload time. The Benelli M1 requires 11000 score with shotguns to unlock.&lt;br /&gt;
[[Image:Bena2.jpg|thumb|none|400px|Benelli M1 in similar configuration to the one seen in-game - 12 Gauge]]&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|400px|Actual M1014 for comparison - 12 Gauge]]&lt;br /&gt;
[[Image:BF4M101401.jpg‎|thumb|none|600px|Stock Benelli M1 in loadout menu. It appears identical to the one in Medal of Honor 2010's singleplayer.]]&lt;br /&gt;
[[Image:BF4M101402.jpg‎|thumb|none|600px|Benelli M1 being held.]]&lt;br /&gt;
[[Image:BF4M101403.jpg‎|thumb|none|600px|Benelli M1 iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray Street Sweeper==&lt;br /&gt;
The [[Armsel_Striker_and_variants#SWD.2FCobray_Street_Sweeper|SWD/Cobray Street Sweeper]], called &amp;quot;DAO-12&amp;quot; in the game, is an unlockable shotgun in the Second Strike DLC. The reloading animation differs (more realistically) from the Battlefield 3 DAO-12 in that the player will manually turn the key in front of the drum after inserting each shell.&lt;br /&gt;
[[Image:CobrayStreetSweeper.jpg|thumb|none|400px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 Gauge]]&lt;br /&gt;
[[Image:BF4DAO1201.jpg|thumb|none|600px|Stock &amp;quot;DAO-12&amp;quot; in the loadout menu. Lights and lasers are awkwardly attached directly to the underside of the barrel.]]&lt;br /&gt;
[[Image:BF4DAO1202.jpg|thumb|none|600px|&amp;quot;DAO-12&amp;quot; being held.]]&lt;br /&gt;
[[Image:BF4DAO1203.jpg|thumb|none|600px|&amp;quot;DAO-12&amp;quot; iron sight. Note that these were borrowed from the CZ Scorpion Evo 3.]]&lt;br /&gt;
[[Image:BF4DAO1205.jpg|thumb|none|600px|The player inserts a shell into the drum...]]&lt;br /&gt;
[[Image:BF4DAO1204.jpg|thumb|none|600px|... and then turns the key in front of the drum.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[USAS-12 Shotgun|Daewoo USAS-12]] appears in the game as a battle pickup and is the only fully automatic shotgun. It usually is configured with an EOTech sight and ergo grip, though a FLIR 2x sight with angled foregrip version is present on some maps. It will always be equipped with the &amp;quot;Laser Light Combo&amp;quot; (AN/PEQ-15) and frag rounds. In singleplayer, however, another variant loaded with slugs and equipped with the Prismatic 3.4x scope can be unlocked in the &amp;quot;South China Sea&amp;quot; level after scoring 10000 points. It holds 10+1 rounds from a box magazine, and appears to have the standard carrying handle permanently removed for a rail.&lt;br /&gt;
[[Image:USAS12.jpg|thumb|none|400px|Daewoo USAS-12 - 12 Gauge]]&lt;br /&gt;
[[Image:BF4USAS12Hold.jpg|thumb|none|600px|The USAS-12 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4C USAS-12.jpg|thumb|none|600px|The unique slug firing USAS-12 in the single-player campaign, unlocked from scoring 10,000 points in the South China Sea chapter.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;DBV-12&amp;quot;==&lt;br /&gt;
The DBV-12 (an [[AK-12]] modified to fire shotgun shells, like the the original AK's [[Saiga 12]]) is the last unlockable shotgun in multiplayer. Although supposed to represent the AK-12/76 shotgun variant, it does not have the deeper magwell of the real AK-12/76; it features that of a standard AK-12 instead. It requires 59000 points earned with shotguns and is the last weapon in the shotgun list.&lt;br /&gt;
[[File:AK-12 shotgun.jpg|thumb|none|400px|The AK-12/76 Shotgun variant - 12 Gauge]]&lt;br /&gt;
[[Image:BF4 DBV12 01.jpg|thumb|none|600px|The DBV-12 in the &amp;quot;Paracel Storm&amp;quot; trailer, fitted with an EOTech sight.]] &lt;br /&gt;
[[Image:BF4DBV12Hold.jpg|thumb|none|600px|The DBV-12 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4DBV12Reload.jpg|thumb|none|600px|The player reloads the DBV-12. On a reload from empty, the player uses the underhand charging technique with the left hand.]]&lt;br /&gt;
[[Image:BF4 DBV12 04.jpg|thumb|none|600px|Stock DBV-12 in the loadout menu. Note the selector switch correctly set to semi.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] has been seen in multiple public multiplayer events. It operates only in pump-action mode, just like in the ''Bad Company'' series and ''Battlefield 3''. In-game the weapon holds 9 (8+1) rounds and requires a score of 37000 with shotguns.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 - 12 Gauge]]&lt;br /&gt;
[[Image:BF4SPAS1201.jpg|thumb|none|600px|Stock SPAS-12 in the loadout menu. The iron sights are removed whenever an optic is attached, and lights and lasers are awkwardly attached directly on the bottom of the magazine tube.]]&lt;br /&gt;
[[Image:BF4SPAS1202.jpg|thumb|none|600px| SPAS-12 being held.]]&lt;br /&gt;
[[Image:BF4SPAS1203.jpg|thumb|none|600px|SPAS-12 iron sight.]]&lt;br /&gt;
[[Image:BF4C SPAS-12 no irons.jpg|thumb|none|600px|The SPAS-12 located inside a MV-22 Osprey in the USS ''Valkyrie'''s hangar lacks iron sights in the campaign, found in the South China Sea level.]]&lt;br /&gt;
[[Image:BF4C SPAS-12 ads.jpg|thumb|none|600px|The lack of sights didn't get in the way of Recker stopping the PLAN boarding party, however. The bug fixes itself once the player interacts with any weapon crates.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk 97-2==&lt;br /&gt;
The [[Hawk shotgun series#Hawk 97-2 (Hawk Pump Tactical)|Hawk 97-2 shotgun]] appears as the &amp;quot;Hawk 12G&amp;quot;. It is the most powerful of the pump action shotguns but with the largest spread and pellet count at 14 pellets. It requires a shotgun score of 19000. [[Image:Hawkpump.jpg|thumb|none|400px|Hawk Pump Tactical Shotgun - 12 Gauge]]&lt;br /&gt;
[[Image:BF4Hawk.jpg|thumb|none|600px|The Hawk 97-2 in the hands of the player in the E3 multiplayer trailer.]]&lt;br /&gt;
[[Image:BF4HAWKHold.jpg|thumb|none|600px|The Hawk 97-2 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4HAWKReload.jpg|thumb|none|600px|The player reloads the Hawk 97-2. During an empty reload, the magazine is swapped first before the spent shell is pumped out from the chamber.&lt;br /&gt;
]]&lt;br /&gt;
[[Image:BF4 Hawk 03.jpg|thumb|none|600px|Stock Hawk 97-2 in the loadout menu. Lights and lasers are awkwardly attached directly to the underside of the barrel.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The [[M26 Modular Accessory Shotgun System]] is once again an unlockable shotgun &amp;quot;gadget&amp;quot; exclusive to the Assault class. It can be used standalone or attached to certain assault rifles. As with the previous game, multiple ammunition types are available, obtained through the Assault Kits level progression. When equipped by itself it is outfitted with a Trijicon reflex sight. &lt;br /&gt;
[[Image:M26 MASS 5 round.jpg|thumb|400px|none|M26 Modular Accessory Shotgun System - 12 Gauge]]&lt;br /&gt;
[[Image:BF4MASSReload.jpg|thumb|none|600px|The M26 MASS can here be seen mounted on an HK416 that is being reloaded. The animation is glitched as the mag is out of the player's hand.]]&lt;br /&gt;
[[Image:BF4MASSFire.jpg|thumb|none|600px|The player fires the M26 MASS, mounted on an HK416.]]&lt;br /&gt;
[[Image:BF4 M26 MASS 03.jpg|thumb|none|600px|M26 MASS attached to a HK416 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4 M26 MASS 04.jpg|thumb|none|600px|M26 MASS held stand-alone.]]&lt;br /&gt;
&lt;br /&gt;
==QBS-09==&lt;br /&gt;
The [[QBS-09]] is the default shotgun available once shotguns are unlocked through progression of the Support class. It is the most powerful semi-automatic shotgun in the game at present, offsetting its rather low 5+1 round capacity. It requires 16000 score with the Support kit to unlock.&lt;br /&gt;
[[Image:Qbs-09.jpg|thumb|400px|none|QBS-09 - 18.4mm(12 Gauge)]]&lt;br /&gt;
[[file:Bf4 hd QBS-09 menu.jpg|thumb|none|600px|QBS-09 in game. The front sight assembly is removed when an optic is attached.]]&lt;br /&gt;
[[Image:BF4 QBS 09 02.jpg|thumb|600px|none|QBS-09 being held.]]&lt;br /&gt;
[[Image:BF4 QBS 09 03.jpg|thumb|600px|none|QBS-09 iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington Model 870|Remington 870 MCS]] returns and now holds 7+1 rounds, indicating an 18&amp;quot; barrel and +3 magazine tube extension. It is an unlockable weapon requiring 4000 shotgun score. It is the most balanced of the Pump Action shotguns with no significant faults.&lt;br /&gt;
[[Image:Remington 870MCS.jpg|thumb|400px|none|Remington 870 MCS - 12 Gauge]]&lt;br /&gt;
[[Image:BF4 870 MCS 01.jpg|thumb|600px|none|Stock Remington 870 MCS in the loadout menu. Strangely, lights and lasers are affixed to the bottom of the barrel/magazine tube clamp, instead of the real MCS's side rail.]]&lt;br /&gt;
[[Image:BF4 870 MCS 02.jpg|thumb|600px|none|Remington 870 MCS being held.]]&lt;br /&gt;
[[Image:BF4 870 MCS 03.jpg|thumb|600px|none|Stock Remington 870 MCS rifle sights mounted on the barrel. Most standard Remington 870s come with only a bead sight at the end of the barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
Recker uses a [[Izhmash Saiga series shotgun#Saiga 12|Saiga-12K]] in the &amp;quot;Angry Sea&amp;quot; trailer. It fires in semi-automatic mode and uses an 8-round detachable box magazine. The Saiga requires a score of 28000 points earned with shotguns to unlock.&lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 Gauge]]&lt;br /&gt;
[[Image:BF4S1202.jpg|thumb|600px|none|Stock Saiga-12K in the loadout menu.]]&lt;br /&gt;
[[Image:BF4SAIGAHold.jpg|thumb|600px|none|The player holds a Saiga-12K.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
A [[Remington 870]]-based [[Serbu Super Shorty]] appears in ''BF4''. It has an intergrated accessory rail, and can mount a Trijicon RMR or Leupold DeltaPoint sight in addition to a ghost ring iron sight setup borrowed from the handguns. It cannot be aimed unless equipped with a sight accessory, and can only use buckshot rounds. It has a correct 2+1 capacity. It is called the &amp;quot;Shorty 12G&amp;quot; in-game, and is available in multiplayer as a secondary. Although unlocked with 18000 pistol score, it contributes points towards the other shotguns rather than the rest of the handguns.&lt;br /&gt;
[[file:Super Shorty (870).jpg|thumb|400px|none|Serbu Super Shorty (Remington 870) - 12 Gauge]]&lt;br /&gt;
[[file:Bf4 hd Serbu Super Shorty menu.jpg|thumb|none|600px|Serbu Super Shorty in game.]]&lt;br /&gt;
[[file:Bf4 hd Serbu Super Shorty holding.jpg|thumb|none|600px|The player holds the &amp;quot;Serbu Super Shorty&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd Serbu Super Shorty reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Serbu Super Shorty&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd Serbu Super Shorty reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Serbu Super Shorty&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==UTAS UTS-15==&lt;br /&gt;
The [[UTAS UTS-15]] appears in multiplayer. It is the weakest in terms of the primary pump action shotguns but has the highest capacity and the most range and tightest spread by default. It requires 48000 shotgun score to unlock.&lt;br /&gt;
[[Image:UTAS UTS-15.jpg|thumb|none|400px|UTAS UTS-15 - 12 Gauge]]&lt;br /&gt;
[[Image:BF4 UTS15 01.jpg|thumb|none|600px|The UTS-15 in the &amp;quot;Levolution&amp;quot; trailer, with a night vision optic and canted ironsights.]]&lt;br /&gt;
[[Image:BF4UTS15Menu.jpg|thumb|none|600px|The UTS-15 in the multiplayer weapon customization menu.]]&lt;br /&gt;
[[Image:BF4UTS15Hold.jpg|thumb|none|600px|The UTS-15 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4UTS15ReloadLeft.jpg|thumb|none|600px|The player reloads the left magazine tube ...]]&lt;br /&gt;
[[Image:BF4UTS15ReloadRight.jpg|thumb|none|600px|... and then the right one, apparently opening and closing the dust cover every time.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
This category generally spans the in-game weapon classes of assault rifles, designated marksmen rifles, and carbines. Assault rifles are exclusive to the Assault class, while carbines and DMRs are an all-kit weapon. DMRs feature higher damage and range but are semi-auto only, limiting their close-range effectiveness. The entire selection of attachments and close to medium-range optics are available to equip, and some assault rifles can directly mount an M320 or an M26 MASS.&lt;br /&gt;
&lt;br /&gt;
==5.56A-91==&lt;br /&gt;
The [[5.56A-91]] returns in multiplayer as a carbine. It once again has the incorrect designation of &amp;quot;A-91&amp;quot;, but this time around, it seems to also be incorrectly chambered in 5.45x39mm, possibly indicating a fictional future variant. It requires 28000 carbine score to unlock.&lt;br /&gt;
[[Image:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4A9101.jpg|thumb|none|600px|Stock A-91 with Hexagon Naval paint in the loadout menu. The integral 40mm grenade launcher is removed.]]&lt;br /&gt;
[[Image:BF4A9102.jpg|thumb|none|600px|A-91 being held.]]&lt;br /&gt;
[[Image:BF4A9103.jpg|thumb|none|600px|A-91 iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==AEK-971==&lt;br /&gt;
When Recker is falling through the building, an [[AEK rifle series#AEK-971|AEK-971]] is seen on the ground. In multiplayer, it features a high rate of fire but is harder to control than most other rifles. It requires a score of 28000 points earned with assault rifles to unlock.&lt;br /&gt;
[[file:Aek971 545.jpg|thumb|none|400px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[file:Bf4 hd AEK-971 menu.jpg|thumb|none|600px|AEK-971 in game.]]&lt;br /&gt;
[[file:Bf4 hd AEK-971 holding.jpg|thumb|none|600px|The player holds the AEK-971.]]&lt;br /&gt;
[[file:Bf4 hd AEK-971 aim.jpg|thumb|none|600px|The player aims the AEK-971.]]&lt;br /&gt;
[[file:Bf4 hd AEK-971 reloading 1.jpg|thumb|none|600px|The player reloads the AEK-971.]]&lt;br /&gt;
[[file:Bf4 hd AEK-971 reloading 2.jpg|thumb|none|600px|The player reloads the AEK-971.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12==&lt;br /&gt;
The [[AK-12|AK-12]] is available in the game as the starting assault rifle for all factions. It appears to replace the AK-74M from ''Battlefield 3''. The AK-12 has a similar ability to the AN-94 from previous Battlefield games - selecting burst fire will allow the weapon to fire a two-round burst at 750 RPM instead of its default 650 RPM. &lt;br /&gt;
[[file:Ak-12.jpg|thumb|none|400px|AK-12 - 5.45x39mm]]&lt;br /&gt;
[[file:Bf4 hd AK12 menu.jpg|thumb|none|600px|AK-12 in game.]]&lt;br /&gt;
[[file:Bf4 hd AK12 holding.jpg|thumb|none|600px|The player holds the AK-12.]]&lt;br /&gt;
[[file:Bf4 hd AK12 aim.jpg|thumb|none|600px|The player aims the AK-12.]]&lt;br /&gt;
[[file:Bf4 hd AK12 reloading 1.jpg|thumb|none|600px|The player reloads AK-12.]]&lt;br /&gt;
[[file:Bf4 hd AK12 reloading 2.jpg|thumb|none|600px|The player reloads AK-12. Despite the ambidextrous charging handle, the player uses the underhand reload technique to charge it from the right side.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12U==&lt;br /&gt;
The AK-12U, a carbine version of the [[AK-12]] with a shortened gas system and barrel also appears in the game, and has stats similar to the Ak 5C, but with a slightly slower rate of fire. It is referred to as &amp;quot;AKU-12&amp;quot; in-game, and requires 19000 carbine score to unlock.&lt;br /&gt;
[[File:AK-12U.jpg|thumb|none|400px|AK-12U - 5.45x39mm]]&lt;br /&gt;
[[File:Bf4 hd ak-12u menu.jpg|thumb|none|600px|AK-12U in game.]]&lt;br /&gt;
[[Image:BF4AKU12Hold.jpg|thumb|none|600px|The AK-12U in the hands of the player.]]&lt;br /&gt;
[[Image:BF4AKU12Reload.jpg|thumb|none|600px|The player reloads the AK-12U. Despite the ambidextrous charging handle, the player uses the underhand reload technique to charge it from the right side.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] debuts in the Spring 2015 Patch. The burst fire is set to 1000 rounds per minutes and when it's on fully automatic mode, the first 2 shots does not fire at burst speed, unlike in the previous game. &lt;br /&gt;
[[file:An94-1.jpg|thumb|none|400px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[file:BF4AN94Loadout.jpg|thumb|none|600px|AN-94 in the load-out menu.]]&lt;br /&gt;
[[file:BF4AN94Hold.jpg|thumb|none|600px|The player holds the AN-94.]]&lt;br /&gt;
[[file:BF4AN94Iron.jpg|thumb|none|600px|The player aims the AN-94.]]&lt;br /&gt;
[[file:BF4AN94rReload.jpg|thumb|none|600px|The player reloads the AN-94.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears as a PDW in the Second Assault DLC and is accessible only to Engineers. It is integrally suppressed, so no other barrel attachments are available. It is unlocked via the &amp;quot;Co-pilot&amp;quot; assignment, and is also the only returning PDW to not use its high-capacity magazine, instead making do with its standard-capcity 20-round mag. It is erroneously depicted with an optional three-round burst mode, a feature that the real AS Val does not have.&lt;br /&gt;
[[Image:As val1.jpg|thumb|none|400px|AS Val - 9x39mm]]&lt;br /&gt;
[[Image:BF4ASVAL01.jpg|thumb|none|600px|Stock AS Val in the loadout menu. When attaching lights, lasers, or grips, a custom mount clamped to the barrel is used.]]&lt;br /&gt;
[[Image:BF4ASVAL02.jpg|thumb|none|600px|AS Val being held.]]&lt;br /&gt;
[[Image:BF4ASVAL03.jpg|thumb|none|600px|AS Val iron sight. Note the green tritium dots that glow in dark environments.]]&lt;br /&gt;
[[Image:BF4ASVALReload.jpg|thumb|none|600px|Reloading the AS Val. The player uses the new magazine to engage the mag release lever, which drops the old magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta ARX-160==&lt;br /&gt;
The [[Beretta ARX-160]] appears in the Naval Strike DLC as the &amp;quot;AR-160&amp;quot; assault rifle, holding 30+1 rounds.'''The glitched weapon model is much smaller in size compared to other weapons, though not noticeable in first person (if no attachments are equipped) due to scaling.''' It requires the completion of the &amp;quot;Spare Time Sniper&amp;quot; assignment.&lt;br /&gt;
[[image:BerettaARX160.jpg|thumb|none|400px|Beretta ARX-160 - 5.56x45mm]]&lt;br /&gt;
[[Image:BF4NSARX.jpg|thumb|none|600px|The Assault on the back of the hovercraft fires an ARX-160 fitted with an ACOG and Magpul AFG, note how the soldier is gripping the magazine instead of the actual grip.]]&lt;br /&gt;
[[image:BF4AR16002.jpg|thumb|none|600px|Stock ARX-160.]]&lt;br /&gt;
[[image:BF4AR16003.jpg|thumb|none|600px|ARX-160 being held.]]&lt;br /&gt;
[[image:BF4AR16004.jpg|thumb|none|600px|ARX-160 iron sight.]]&lt;br /&gt;
[[image:BF4ARX160Reload.jpg|thumb|none|600px|Reloading the ARX-160. On a reload from empty, the player ignores the more efficient bolt release in the trigger guard and simply pulls on the charging handle.]]&lt;br /&gt;
[[image:BF4AR16005.jpg|thumb|none|600px|A teensy weensy wifle... and a CZ 805 BREN for scale.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5C==&lt;br /&gt;
The [[FN FNC#Bofors Ak 5 / AK 5C / AK5D|Bofors Ak 5C]] is seen during the &amp;quot;Angry Sea&amp;quot; singleplayer gameplay reveal, and during the Siege of Shanghai multiplayer footage. It is the default starting carbine for all factions, once unlocked through progression of the Engineer class. The Ak 5C is regarded as an excellent all-around carbine with a good rate of fire, controllability, and accuracy. It requires a score of 15000 Engineer points to unlock.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|400px|Ak 5C - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd AK-5C menu.jpg|thumb|none|600px|Bofors Ak 5C in game.]]&lt;br /&gt;
[[file:Bf4 hd AK-5C holding.jpg|thumb|none|600px|The player holds the Ak 5C.]]&lt;br /&gt;
[[file:Bf4 hd AK-5C aim.jpg|thumb|none|600px|The player aims the Ak 5C.]]&lt;br /&gt;
[[file:Bf4 hd AK-5C reloading 1.jpg|thumb|none|600px|The player reloads the Ak 5C.]]&lt;br /&gt;
[[file:Bf4 hd AK-5C reloading 2.jpg|thumb|none|600px|The player reloads the Ak 5C. On an empty reload, the player depresses the bolt release on the side of the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster/Remington ACR==&lt;br /&gt;
The [[Bushmaster ACR#Bushmaster ACR|Bushmaster ACR]] with the 14.5&amp;quot; barrel returns from ''Battlefield 3'' as the &amp;quot;ACW-R&amp;quot; carbine, but this time it's chambered in 5.56x45mm NATO with a full 30 rounds. It appears to have an upper receiver group reminiscent of the government-only Remington ACR with a civilian Bushmaster lower fitted with a fixed stock. The ACR is the first carbine unlocked after the Ak 5C, requiring 4000 carbine score. &lt;br /&gt;
[[file:Bushmasteracrentry.jpg|thumb|none|400px|Bushmaster ACR (civilian legal) - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd ACR menu.jpg|thumb|none|600px|The ACR in game. Note the Remington-style railed forend and AAC Blackout flash hider.]]&lt;br /&gt;
[[file:Bf4 hd ACR holding.jpg|thumb|none|600px|The player holds the ACR.]]&lt;br /&gt;
[[file:Bf4 hd ACR aim.jpg|thumb|none|600px|The player aims the ACR.]]&lt;br /&gt;
[[file:Bf4 hd ACR reloading 1.jpg|thumb|none|600px|The player reloads the Bushmaster ACR.]]&lt;br /&gt;
[[File:Bf4 hd ACR reloading 2.jpg|thumb|none|600px|The player reloads the Bushmaster ACR. On a reload from empty, the player character uses the right side of the bolt release with his trigger finger, unlike Battlefield 3.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4 MWS==&lt;br /&gt;
The [[M16 rifle series#M16A4 Rifle|Colt M16A4 MWS]] returns with less wear but without its full-auto M16A3 counterpart. In initial gameplay footage, Recker is seen using an M16A4 in the campaign level &amp;quot;Baku&amp;quot;; in the final game, Recker's starting rifle is the [[FN SCAR#FN SCAR-H|FN SCAR-H]]. You unlock the M16A4 with 59,000 assault rifle points in multiplayer.&lt;br /&gt;
[[file:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|400px|none|Colt M16A4 MWS (Modular Weapon System) with KAC M5 railed handguards, AN/PEQ-2 IR designator, KAC RIS foregrip, and Trijicon TA01 4x32 ACOG scope - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd Colt M16A4 menu.jpg|thumb|none|600px|Colt M16A4 MWS in game. Note the selector switch set to semi and the Hogue pistol grip.]]&lt;br /&gt;
[[file:Bf4 hd Colt M16A4 holding.jpg|thumb|none|600px|The player holds the M16A4.]]&lt;br /&gt;
[[file:Bf4 hd Colt M16A4 aim.jpg|thumb|none|600px|The player aims the M16A4. The sight is set to the small-aperture ring but incorrectly has a large-aperture opening.]]&lt;br /&gt;
[[file:Bf4 hd Colt M16A4 reloading 1.jpg|thumb|none|600px|The player reloads the M16A4.]]&lt;br /&gt;
[[file:Bf4 hd Colt M16A4 reloading 2.jpg|thumb|none|600px|The player reloads the M16A4.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4 Carbine==&lt;br /&gt;
Pac uses an [[M16_rifle_series#M4.2FM4A1_Carbine|M4A1]] in initial gameplay footage, firing in full auto. In the final game, however, only the M4 is available, firing in semi-automatic and 3-round bursts with no automatic option. It features some modifications such as a Hogue pistol grip and a VLTOR retractable stock. You unlock the M4 via 59,000 carbine points.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|Colt M4A1 Carbine with M68 optic and Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]]&lt;br /&gt;
[[Image:BF4Pac01.jpg|thumb|600px|none|Pac firing off the M4A1.]]&lt;br /&gt;
[[Image:BF4M401.jpg|thumb|600px|none|Stock M4 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4M402.jpg|thumb|600px|none|M4 being held.]]&lt;br /&gt;
[[Image:BF4M403.jpg|thumb|600px|none|M4 iron sight. Like the M16A4, the sight is set to the small-aperture ring but incorrectly has a large-aperture opening.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A1==&lt;br /&gt;
The [[CZ 805 BREN|CZ 805 BREN A1]] appears in the standard A1-length configuration. It holds 30+1 rounds and is the last assault rifle to be unlocked, requiring 71000 assault rifle score.&lt;br /&gt;
[[file:CZ805bren-a1.jpg|thumb|400px|none|CZ 805 BREN A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd Bren 805 menu.jpg|thumb|none|600px|CZ 805 BREN A1 in game, note the HK steel magazine, indicating that a STANAG magazine housing was installed.]]&lt;br /&gt;
[[file:Bf4 hd Bren 805 holding.jpg|thumb|none|600px|The player holds the CZ 805 BREN A1.]]&lt;br /&gt;
[[file:Bf4 hd Bren 805 aim.jpg|thumb|none|600px|The player aims the CZ 805 BREN A1.]]&lt;br /&gt;
[[file:Bf4 hd Bren 805 reloading 1.jpg|thumb|none|600px|The player reloads the CZ 805 BREN A1.]]&lt;br /&gt;
[[file:Bf4 hd Bren 805 reloading 2.jpg|thumb|none|600px|The player reloads the CZ 805 BREN A1.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[Enfield L85 rifle series|L85A2]] is included in the China Rising DLC pack. This version features updates like a Daniel Defense RIS and holds 30+1 rounds. It requires the completion of the &amp;quot;Open Fire&amp;quot; assignment to unlock.&lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|400px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[Image:BF4L8501.jpg|thumb|none|600px|The L85A2 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4L8502.jpg|thumb|none|600px|L85A2 being held.]]&lt;br /&gt;
[[Image:BF4L8503.jpg|thumb|none|600px|L85A2 iron sight.]]&lt;br /&gt;
[[Image:BF4L85A2Reload.jpg|thumb|none|600px|Reloading the L85A2. On an empty reload, the player reaches over to charge the weapon, then taps the charging handle to make sure it's fully seated.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Surbaissé==&lt;br /&gt;
The [[FAMAS#FAMAS FELIN|FAMAS Surbaissé]] is an available assault rifle in the game, requiring 37,000 Assault Rifle score to unlock. It features the highest rate of fire (1000 RPM) for any rifle, but is balanced by its 25-round straight magazine and high recoil. The factory integral bipod can be equipped, though its practical usefulness is questionable.&lt;br /&gt;
[[Image:Famas-felin.jpg|thumb|none|400px|FAMAS Surbaissé with infrared scope - 5.56x45mm]]&lt;br /&gt;
[[file:Bf4 hd famas menu.jpg|thumb|none|600px|FAMAS Surbaissé in game.]]&lt;br /&gt;
[[file:Bf4 hd famas holding.jpg|thumb|none|600px|The player holds the FAMAS Surbaissé.]]&lt;br /&gt;
[[file:Bf4 hd famas aim.jpg|thumb|none|600px|The player aims to FAMAS Surbaissé.]]&lt;br /&gt;
[[file:Bf4 hd famas reloading 1.jpg|thumb|none|600px|The player reloads the FAMAS Surbaissé.]]&lt;br /&gt;
[[file:Bf4 hd famas reloading 2.jpg|thumb|none|600px|The player reloads the FAMAS Surbaissé.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000]] is an unlockable gun from the Second Assault DLC. This time around you can equip the factory 1.6x optic shroud on the rails as an alternative to the backup iron sights after unlocking the weapon via the &amp;quot;Express Train&amp;quot; assignment&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|400px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4F200001.jpg|thumb|none|600px|Stock F2000 with 1.6x magnification sight in the loadout menu.]]&lt;br /&gt;
[[Image:BF4F200002.jpg|thumb|none|600px|F2000 with 1.6x magnification sight being held.]]&lt;br /&gt;
[[Image:BF4F200003.jpg|thumb|none|600px|F2000 zoomed in on the 1.6x magnification sight.]]&lt;br /&gt;
[[Image:BF4F200004.jpg|thumb|none|600px|F2000 with backup iron sights being held.]]&lt;br /&gt;
[[Image:BF4F200005.jpg|thumb|none|600px|F2000 backup iron sights.]]&lt;br /&gt;
[[Image:BF4F2000Reload.jpg|thumb|none|600px|Reloading the F2000. The player uses the &amp;quot;HK-slap&amp;quot; technique for a reload from empty.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H]] appears as two versions - an assault rifle version and a longer-barreled designated marksman rifle version, called the &amp;quot;SCAR-H SV&amp;quot; in-game. In United States Special Operations Command it is type designated as the MK17 MOD0. The model has been updated from [[Battlefield 3]], brought in from Medal of Honor: Warfighter, and is a more accurate representation of the current generation SCAR-H. The version for the Assault kit is unlocked with 4000 assault rifle points while the DMR version requires 82000 DMR points.&lt;br /&gt;
[[file:FN SCAR-H STD.jpg|thumb|none|400px|FN SCAR-H (16&amp;quot; barrel) - 7.62x51mm NATO]]&lt;br /&gt;
[[file:SCAR-H Long Barrel.jpg|thumb|none|400px|FN SCAR-H (20&amp;quot; barrel) - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Bf4 hd scar-h menu.jpg|thumb|none|600px|Stock SCAR-H assault rifle in the loadout menu. Note the selector switch set to auto.]]&lt;br /&gt;
[[file:Bf4 hd scar-h holding.jpg|thumb|none|600px|The player holds the SCAR-H.]]&lt;br /&gt;
[[file:Bf4 hd scar-h aim.jpg|thumb|none|600px|The player aims the FN SCAR-H.]]&lt;br /&gt;
[[file:Bf4 hd scar-h reloading 1.jpg|thumb|none|600px|The player reloads FN SCAR-H.]]&lt;br /&gt;
[[file:Bf4 hd scar-h reloading 2.jpg|thumb|none|600px|The player reloads FN SCAR-H. Note the charging handle locked back, in its correct position just an inch forward of the complete rearward position.]]&lt;br /&gt;
[[file:BF4SCARHSV01.jpg|thumb|none|600px|Stock &amp;quot;SCAR-H SV&amp;quot; DMR in the loadout menu. The front sight is clipping through the rail extension, which is a Daniel Defense RIS II (compatible only with AR-15s) somehow mounted backwards, to include the mounting plate! However, attaching any optic removes the front sight, at least alleviating the clipping issue. Also note the selector switch set to semi.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36#Heckler &amp;amp; Koch G36C|Heckler &amp;amp; Koch G36C]] is an ultra-compact carbine variant of the [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36]]. It features a low rate of fire but good accuracy and controllability. It holds 30+1 rounds and requires a carbine score of 48000 to unlock.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4 G36C 01.jpg|thumb|none|600px|The G36C in the hands of the player. Note the absence of the front sight due to having an EOTech sight equipped.]]&lt;br /&gt;
[[Image:BF4G36C02.jpg|thumb|none|600px|Stock G36C in the loadout menu. Note the selector switch set to safe.]]&lt;br /&gt;
[[Image:BF4G36C03.jpg|thumb|none|600px|G36C being held.]]&lt;br /&gt;
[[Image:BF4G36C04.jpg|thumb|none|600px|G36C iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK rifle series#Heckler &amp;amp; Koch HK416|Heckler &amp;amp; Koch HK416]] returns from [[Battlefield 3]] and now has a longer 14.5&amp;quot; barrel and current-gen HK buttstock and grip. The new model, brought over from [[Medal of Honor: Warfighter]], is a far more accurate representation of current HK416 iterations. It is still called the &amp;quot;M416&amp;quot;, presumably to avoid trademark issues. It requires an assault rifle score of 11000 to unlock.&lt;br /&gt;
[[file:HK416 current.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:BF4HK416Menu.jpg|thumb|none|599px|Heckler &amp;amp; Koch HK416 in game. If viewed from the right side, the ejection port cover is incorrectly suspended in a half-open position.]]&lt;br /&gt;
[[file:BF4HK416Hold.jpg|thumb|none|599px|The player holds the HK416.]]&lt;br /&gt;
[[file:Bf4 hd HK416 aim.jpg|thumb|none|599px|The player aims the Heckler &amp;amp; Koch HK416. Note the HK-style drum sights, no longer used on current HK416s.]]&lt;br /&gt;
[[file:Bf4 hd HK416 reloading 1.jpg|thumb|none|599px|The player reloads the Heckler &amp;amp; Koch HK416.]]&lt;br /&gt;
[[file:BF4HK416Reload.jpg|thumb|none|599px|The player reloads the Heckler &amp;amp; Koch HK416. Note the selector switch set to auto.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE 21==&lt;br /&gt;
The [[Galil#Galil_ACE|IMI Galil ACE 21]] appears as the &amp;quot;ACE 21 CQB&amp;quot; and is classified as a carbine. It is the shorter-barreled variant of the ACE 23, and also holds 35+1 rounds. It requires a carbine score of 71000 to unlock.&lt;br /&gt;
[[Image:Galil ACE 21.jpg|thumb|none|400px|IMI Galil ACE 21 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4 ACE21 01.jpg|thumb|none|600px|The ACE 21 as seen in the &amp;quot;Paracel Storm&amp;quot; trailer.]]&lt;br /&gt;
[[Image:BF4ACE21Hold.jpg|thumb|none|600px|The ACE 21 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4ACE21Reload.jpg|thumb|none|600px|The player reloads the ACE 21. Unfortunately, a STANAG AR-15 magazine is used as evidenced by the magazine catch cutout. Galil ACE magazines are secured via the top of the magazine spine by rocking it in, like the Kalashnikov series of rifles.]]&lt;br /&gt;
[[Image:BF4ACE2104.jpg|thumb|none|600px|Stock ACE 21 CQB in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE 23==&lt;br /&gt;
The [[Galil#Galil_ACE|IMI Galil ACE 23]] appears as an assault rifle. It has a capacity of 35+1 rounds and is unlocked by completing the &amp;quot;Assault Expert&amp;quot; assignment.&lt;br /&gt;
[[file:IMI Galil ACE 23.jpg|thumb|none|400px|IMI Galil ACE 23 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd IMI Galil ACE 23 menu.jpg|thumb|none|600px|IMI Galil ACE 23 in game. Unfortunately, a STANAG AR-15 magazine is used as evidenced by the magazine catch cutout. Galil ACE magazines are secured via the top of the magazine spine by rocking it in, like the Kalashnikov series of rifles.]]&lt;br /&gt;
[[file:Bf4 hd IMI Galil ACE 23 holding.jpg|thumb|none|600px|The player holds the Galil ACE 23.]]&lt;br /&gt;
[[file:Bf4 hd IMI Galil ACE 23 aim.jpg|thumb|none|600px|The player aims the Galil ACE 23.]]&lt;br /&gt;
[[file:Bf4 hd IMI Galil ACE 23 reloading 1.jpg|thumb|none|600px|The player reloads the Galil ACE 23.]]&lt;br /&gt;
[[file:Bf4 hd IMI Galil ACE 23 reloading 2.jpg|thumb|none|600px|The player reloads the Galil ACE 23.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE 52==&lt;br /&gt;
The [[Galil#Galil_ACE|IMI Galil Ace 52]] appears as the &amp;quot;ACE 52 CQB&amp;quot; and is classified as a carbine. It is the most powerful of the carbines on a per shot basis, due to its 7.62x51mm NATO rounds but with the smallest capacity at 25+1. It requires a carbine score of 37000 to unlock.&lt;br /&gt;
[[Image:IMI Galil ACE 52.jpg|thumb|none|400px|IMI Galil ACE 52 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4ACE52Hold.jpg|thumb|none|600px|The ACE 52 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4ACE52Reload.jpg|thumb|none|600px|The player reloads the ACE 52.]]&lt;br /&gt;
[[Image:BF4ACE5203.jpg|thumb|none|600px|Stock &amp;quot;ACE 52 CQB&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE 53==&lt;br /&gt;
The [[Galil#Galil_ACE|IMI Galil Ace 53]] appears as the &amp;quot;ACE 53 SV&amp;quot; and is classified as a designated marksman rifle, firing in semi-auto only. Of the DMRs, it features the highest magazine capacity of 25+1. It requires a DMR score of 65000.&lt;br /&gt;
[[Image:Galil ACE 53.jpg|thumb|none|400px|IMI Galil ACE 53 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4ACE5301.jpg|thumb|none|600px|Stock &amp;quot;ACE 53 SV&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BF4ACE5302.jpg|thumb|none|600px|&amp;quot;ACE 53 SV&amp;quot; being held.]]&lt;br /&gt;
[[Image:BF4ACE5303.jpg|thumb|none|600px|&amp;quot;ACE 53 SV&amp;quot; iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95/MTAR-21==&lt;br /&gt;
The IWI [[Tavor TAR-21 rifle series|X95]] is a weapon that is included in the China Rising DLC and classified as a carbine. It is also known as the MTAR-21, and is referred to as such in the game. This variant fires 5.56x45mm NATO rounds and comes with the non-flattop standard configuration with a 13-inch barrel. It is the latest evolution of the Tavor series of rifles. It has a capacity of 30+1 rounds and requires the completion of the &amp;quot;Multi Talent&amp;quot; assignment to unlock.&lt;br /&gt;
&lt;br /&gt;
[[Image:IWI X95 5.45x39.jpg|thumb|none|400px|IWI X95R with 13-inch barrel and tan body - 5.45x39mm]]&lt;br /&gt;
[[Image:BF4MTAR01.jpg|thumb|none|600px|Stock X95 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4MTAR02.jpg|thumb|none|600px|X95 being held.]]&lt;br /&gt;
[[Image:BF4MTAR03.jpg|thumb|none|600px|X95 iron sight.]]&lt;br /&gt;
[[Image:BF4MTARReload.jpg|thumb|none|600px|Reloading the X95 from empty. A nice animation touch shows the handle sliding back a little with nothing to hold it in place, until the bolt is released, locking it back in the forward position - often mistakenly reported as a bug.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec RFB Target==&lt;br /&gt;
The 32&amp;quot; barreled Target variant of the [[Kel-Tec RFB]] is available as a DMR in multiplayer. A Daniel Defense RIS II, compatible only with the AR-15 platform, is erroneously mounted in front of the handguard. It is the first unlockable DMR in the game, being available once reaching 13000 points with the Recon kit.&lt;br /&gt;
[[Image:RFB-32.jpg|thumb|none|400px|Kel-Tec RFB Target - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Bf4 hd Kel-Tec RFB Target menu.jpg|thumb|none|600px|Kel-Tec RFB Target in game.]]&lt;br /&gt;
[[Image:BF4RFB02.jpg|thumb|none|600px|The RFB being held.]]&lt;br /&gt;
[[Image:BF4RFB03.jpg|thumb|none|600px|The RFB iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==M59/66 SKS==&lt;br /&gt;
The Yugoslavian M59/66 variant of the [[SKS rifle]] returns from ''Battlefield 3'' as a designated marksman rifle. The spigot-type grenade launcher muzzle differentiates the M59/66 from other SKS variants. The integral bayonet has been removed and has also been modified to accept detachable box magazines, holding 20 rounds in game. The original wood furniture is replaced with a modern synthetic one with a retractable AR-15 stock system. It requires a DMR score of 11000.&lt;br /&gt;
[[Image:Sks tapco stock.jpg|thumb|none|400px|Yugoslavian M59/66 SKS with Tapco furniture - 7.62x39mm]]&lt;br /&gt;
[[Image:BF4SKS01.jpg|thumb|none|600px|Stock SKS in the loadout menu. Evident here is the grenade launcher muzzle device (a function not utilized in the game).]]&lt;br /&gt;
[[Image:BF4SKS02.jpg|thumb|none|600px|SKS being held.]]&lt;br /&gt;
[[Image:BF4SKS03.jpg|thumb|none|600px|SKS iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul_PDR#Magpul_PDR-C|Magpul PDR-C]] returns from ''Battlefield 3'', this time as an Engineer-only PDW. The Magpul PDR series was only intended as a design study and never made it past the development stage. Perhaps the game assumes its production in the near future. Unlike most PDW style weapons, it is chambered in the NATO standard 5.56x45mm round with forward ejection, and a utilizes a 12&amp;quot; barrel. It requires a score of 28000 with PDWs to unlock.&lt;br /&gt;
[[Image:MagpulpdrC.jpg|thumb|none|400px|Magpul PDR-C concept with optics removed and 20-round polymer magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4PDWR01.jpg|thumb|none|600px|The PDR-C in the multiplayer weapons customization menu. The 30-round polymer magazine is reminiscent of the Magpul EMAG.]]&lt;br /&gt;
[[Image:BF4PDRHold.jpg|thumb|none|600px|The PDR-C in the hands of the player.]]&lt;br /&gt;
[[Image:BF4PDRReload1.jpg|thumb|none|600px|The player reloads the PDR-C.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-95-1/QBB-95 Hybrid==&lt;br /&gt;
The so called &amp;quot;QBZ-95-1&amp;quot; in Battlefield 4 is actually an [[Norinco QB rifle series#Norinco QBB-95|Norinco QBB-95]] using 30-round magazines, lacking the new foregrip design and featuring the fire-selector on the stock, not above the grip like a real QBZ-95-1. It is unlocked by completing the &amp;quot;To Valhalla&amp;quot; campaign assignment. There is also a short-barreled version of this hybrid called the &amp;quot;Type 95B-1&amp;quot;, and is the last carbine unlocked, requiring 83000 carbine score.&lt;br /&gt;
[[File:QBB95.jpg|thumb|none|400px|Norinco QBB-95 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|400px|A real Norinco QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[file:Bf4 hd QBZ-95-1 menu.jpg|thumb|none|600px|QBZ-95-1/QBB-95 hybrid in game.]]&lt;br /&gt;
[[file:Bf4 hd QBZ-95-1 holding.jpg|thumb|none|600px|The player holds the QBZ-95-1/QBB-95 hybrid.]]&lt;br /&gt;
[[file:Bf4 hd QBZ-95-1 aim.jpg|thumb|none|600px|The player aims the QBZ-95-1/QBB-95 hybrid.]]&lt;br /&gt;
[[file:Bf4 hd QBZ-95-1 reloading 1.jpg|thumb|none|600px|The player reloads the QBZ-95-1/QBB-95 hybrid.]]&lt;br /&gt;
[[file:Bf4 hd QBZ-95-1 reloading 2.jpg|thumb|none|600px|The player reloads the QBZ-95-1/QBB-95 hybrid.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
The [[OTs-14 Groza]] in included in the Spring 2015 Patch as a PDW called Groza-4 for the Engineer. It has a suppressor permanently attached. the 7.62x39 version of the gun is listed as a carbine name Groza-1.&lt;br /&gt;
[[file:OTs-14-4A-03.jpg|thumb|400px|none|OTs-14-4A-03 Groza - 9x39mm]]&lt;br /&gt;
[[file:BF4GROZA4Loadout.jpg|thumb|none|601px|Groza-4 in the load-out menu.]]&lt;br /&gt;
[[file:BF4GROZA4Hold.jpg|thumb|none|601px|The player holds the Groza-4.]]&lt;br /&gt;
[[file:BF4GROZA4Iron.jpg|thumb|none|601px|The player aims the Groza-4.]]&lt;br /&gt;
[[file:BF4GROZA4Reload.jpg|thumb|none|601px|The player reloads Groza-4.]]&lt;br /&gt;
[[file:BF4GROZA1Loadout.jpg|thumb|none|601px|Groza-1 in the load-out menu.]]&lt;br /&gt;
[[file:BF4GROZA1Hold.jpg|thumb|none|601px|The player holds the Groza-4.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 550|SIG SG 553]] returns from [[Battlefield 3]] as an unlockable carbine. It requires a carbine score of 11000.&lt;br /&gt;
[[Image:SIG SG 553-2.jpg|thumb|none|400px|SIG SG 553 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd SIG SG 553 menu.jpg|thumb|none|600px|SIG SG 553 in game. Note the strange upwards cant of the stock.]]&lt;br /&gt;
[[Image:BF4SG55302.jpg|thumb|none|600px|SG 553 being held.]]&lt;br /&gt;
[[Image:BF4SG55303.jpg|thumb|none|600px|SG 553 iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==SRSS BullDog 762==&lt;br /&gt;
The [[M14_Rifle#SRSS_BullDog_762|SRSS BullDog 762]] appears as the &amp;quot;Bulldog&amp;quot; in the Dragon's Teeth DLC, complimenting the SCAR-H as the only 7.62x51mm NATO assault rifles in the game. It is unlocked via the &amp;quot;Lions and Tigers and Bea...&amp;quot; assignment.&lt;br /&gt;
[[Image:Bulldog762.jpg|thumb|none|400px|SRSS BullDog 762 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4Bulldog01.jpg|thumb|none|600px|Stock SRSS BullDog 762 in the customization menu.]]&lt;br /&gt;
[[Image:BF4Bulldog02.jpg|thumb|none|600px|Player holding the Bulldog.]]&lt;br /&gt;
[[Image:BF4Bulldog03.jpg|thumb|none|600px|Bulldog's iron sight.]]&lt;br /&gt;
[[Image:BF4Bulldog04.jpg|thumb|none|600px|Reloading is done by flicking away the old magazine with a fresh one.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG#Steyr AUG A3|Steyr AUG A3]] returns again as an assault rifle, holding 30+1 rounds. Unlike in [[Battlefield 3]], it cannot mount the M26 MASS but can still mount the M320. It requires 48000 score earned with assault rifles.&lt;br /&gt;
[[file:6.Steyr AUG A3.jpg|thumb|none|400px|Steyr AUG A3 18-inch barrel with Surefire M900 weaponlight foregrip and EOTech red dot sight - 5.56x45mm.]]&lt;br /&gt;
[[file:Bf4 hd aug-a3 menu.jpg|thumb|none|600px|Steyr AUG A3 in game. Note the lack of any muzzle device on the barrel.]]&lt;br /&gt;
[[file:Bf4 hd auga3holding.jpg|thumb|none|600px|The player holds the AUG A3.]]&lt;br /&gt;
[[file:Bf4 hd aug-a3 aim.jpg|thumb|none|600px|The player aims the AUG A3. This appears to be a reversed A2-style rear sight.]]&lt;br /&gt;
[[file:Bf4 hd aug-a3 reloading 1.jpg|thumb|none|600px|The player reloads the AUG A3.]]&lt;br /&gt;
[[file:Bf4 hd aug-a3 reloading 2.jpg|thumb|none|600px|The player reloads the AUG A3. On a reload from empty, the player depresses the bolt release instead of using the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==STK SAR 21==&lt;br /&gt;
The [[SAR 21|STK SAR 21]] is an unlockable assault rifle. It features a low but highly controllable rate of fire, and good accuracy. It has a capacity of 30+1 rounds. Note that the variant used in game is the SAR 21 MMS (Modular Mounting System). It requires 19000 score with assault rifles.&lt;br /&gt;
[[file:SAR-21 MMS rifle.jpg|thumb|none|400px|STK SAR 21 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:BF4SAR21Menu.jpg|thumb|none|599px|STK SAR 21 in game.]]&lt;br /&gt;
[[file:BF4SAR21Hold.jpg|thumb|none|599px|The player holds the SAR 21.]]&lt;br /&gt;
[[file:Bf4 hd CIS SAR 21 aim.jpg|thumb|none|600px|The player aims the SAR 21.]]&lt;br /&gt;
[[file:BF4SAR21Reload.jpg|thumb|none|599px|The player reloads the SAR 21.]]&lt;br /&gt;
[[file:Bf4 hd CIS SAR 21 reloading 2.jpg|thumb|none|600px|The player reloads SAR 21.]]&lt;br /&gt;
&lt;br /&gt;
==SVK-12==&lt;br /&gt;
The SVK-12 appears as a designated marksman rifle version of the AK-12. It features the lowest capacity of all DMRs with 15+1 rounds, but has the fastest velocity, making shots easier to land at long range. In-game it is referred to as the &amp;quot;SVD-12&amp;quot; and is listed to use 7.62×54mmR cartridges, a caliber not available to any AK-12 variant, but correct for the [[SVD Dragunov]]. It requires a DMR score of 19000 to unlock.&lt;br /&gt;
[[Image:Ak-12 7.62x51mm.jpg|thumb|none|400px|AK-12 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4SVD12Hold.jpg|thumb|none|600px|The SVD-12 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4SVD12Reload.jpg|thumb|none|600px|The player reloads the SVD-12. Note the selector switch correctly set to semi.]]&lt;br /&gt;
[[Image:BF4SVD01.jpg|thumb|none|600px|Stock SVD-12.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
This category lists the light and medium / general-purpose machine guns available for the player to equip. All are limited only to the support class. Open bolt operation is correctly portrayed (with the exception of the Ultimax Mark 5) in the reload animations and the ammunition belt visibly depletes when approaching empty. Unlike ''[[Medal of Honor: Warfighter]]'', there is no overheating gameplay mechanic and the player may continuously fire as long as ammunition remains. Players may outfit all close and medium-range optics with the exception of canted iron sights. For the most part, when optics are equipped, the front sight assembly is removed. Compared to assault rifles and carbines, machine guns deal greater suppression to enemies and have lower first round recoil multipliers.&lt;br /&gt;
&lt;br /&gt;
==AAI LSAT Light Machine Gun==&lt;br /&gt;
The [[LSAT|AAI LSAT Light Machine Gun]] (Lightweight Small Arms Technologies) returns from ''[[Battlefield 3]]''. It is currently in the developmental stages to demonstrate the latest in lightweight LMG design. This is mainly achieved via two new types of ammunition - a cased telescoped 5.56mm round (as shown in the ''Battlefield'' series) and a caseless 5.56mm variant. Interestingly, a round counter developed with the LSAT does not make an appearance in game. It requires 11000 LMG score to unlock.&lt;br /&gt;
[[Image:LSAT.jpg|thumb|none|400px|AAI LSAT Light Machine Gun with sights removed - 5.56x45mm Caseless]]&lt;br /&gt;
[[file:Bf4 hd AAI LSAT menu.jpg|thumb|none|600px|AAI LSAT Light Machine Gun in game.]]&lt;br /&gt;
[[Image:BF4LSATHold.jpg|thumb|none|600px|The LSAT LMG in the hands of the player. Note the polymer cased telescoped rounds.]]&lt;br /&gt;
[[Image:BF4LSATReload.jpg|thumb|none|600px|The player reloads the LSAT LMG.]]&lt;br /&gt;
&lt;br /&gt;
== Ares-16 MCR ==&lt;br /&gt;
The [[Ares-16 MCR]] appears as the &amp;quot;AWS&amp;quot; and is a weapon introduced in Naval Strike DLC. It is fitted with a 100-round C-Mag giving it a 100+1 capacity, providing more ammo than the Norinco QBB-95-1 as a magazine-fed light machine gun (and a much higher rate of fire too). It is unlocked via the &amp;quot;Swiss Cheese&amp;quot; assignment.&lt;br /&gt;
[[Image:ARES-16-MCR.jpg|thumb|none|400px|Ares Defense Ares-16 MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4AWR01.jpg|thumb|none|600px|The &amp;quot;AWS&amp;quot; in the loadout menu. Note the selector switch set to safe and the Magpul CTR stock.]]&lt;br /&gt;
[[Image:BF4AWR02.jpg|thumb|none|600px|&amp;quot;AWS&amp;quot; being held.]]&lt;br /&gt;
[[Image:BF4AWR03.jpg|thumb|none|600px|&amp;quot;AWS&amp;quot; iron sight. The windage adjustment knob on the right side should have serrated edges, and note the absence of threading on the bolt that the rear aperture is attached to.]]&lt;br /&gt;
[[Image:BF4AWSReload.jpg|thumb|none|600px|Reloading the &amp;quot;AWS&amp;quot;. With the C-Mag removed, the lack of detail on the lower receiver is evident - the front push-pin, magazine catch bar, and front trigger pin are all missing.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG4]] is the standard light machine gun for the German Bundeswehr (military), gas operated, belt-fed, and fires the 5.56x45mm NATO round. It appears as the standard full length version and is the last LMG to be unlocked in multiplayer, with a required LMG score of 48000.&lt;br /&gt;
[[Image:H&amp;amp;KMG4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MG4 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4MG4Menu.jpg|thumb|none|600px|The MG4 in the multiplayer weapons customization menu.]]&lt;br /&gt;
[[Image:BF4 HKMG4 04.jpg|thumb|none|600px|The MG4 being fired at an enemy.]]&lt;br /&gt;
[[Image:BF4 HKMG4 01.jpg|thumb|none|600px|The player fires an MG4 fitted with an EOTech 552 holographic sight in the &amp;quot;Paracel Storm&amp;quot; trailer.]]&lt;br /&gt;
[[Image:BF4 HKMG4 02.jpg|thumb|none|600px|The player holds an MG4 fitted with a night vision optic in the &amp;quot;Levolution&amp;quot; trailer.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[FN MAG#M240 Machine Gun|M240B]] returns from ''[[Battlefield 3]]''. It is the standard medium machine gun of the United States Army, chambered in 7.62x51mm NATO and a derivative of the [[FN MAG]], one of the most widely fielded machine guns in the world. It requires 37000 LMG score. In the Dragon's Teeth DLC, a M240 variant is mounted on the &amp;quot;RAWR&amp;quot;, Battlefield 4's version of the MAARS robot.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|400px|FN M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4M240Menu.jpg|thumb|none|600px|The M240B in the multiplayer weapons customization menu.]]&lt;br /&gt;
[[Image:BF4M240Hold.jpg|thumb|none|600px|The M240B in the hands of the player. Note the &amp;quot;Bravo Team&amp;quot; labeling on the box magazine.]]&lt;br /&gt;
[[Image:BF4M240Reload.jpg|thumb|none|600px|The player reloads the M240B.]]&lt;br /&gt;
[[Image:BF4M24005.jpg|thumb|none|600px|The &amp;quot;RAWR&amp;quot; mounting a M240 variant.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW PIP==&lt;br /&gt;
The FN M249 SAW returns from ''[[Battlefield 3]]''. A derivative of the [[FN Minimi]], it is the standard light machine gun of the various branches of the United States military. This variant features the Product Improvement Package (PIP) which includes an updated retractable stock, railed handguard assembly, and a short barrel. Interestingly, the United States Marine Corps, as shown in this game, currently fields the [[Heckler &amp;amp; Koch HK rifle series#Heckler &amp;amp; Koch M27 IAR|M27 Infantry Automatic Rifle]] (previously in [[Battlefield 3]]) as a partial replacement for the M249. The game incorrectly depicts the 100-round soft bag magazine as holding 200 rounds. It is not unlocked through multiplayer, requring completion of the &amp;quot;Final Duty&amp;quot; campaign achievement.&lt;br /&gt;
[[file:M249_Para_ACOG.jpg|thumb|none|400px|FN M249 SAW PIP (Product Improvement Package) with retractable stock, railed foregrip, and short barrel - 5.56x45mm]]&lt;br /&gt;
[[file:Bf4 hd FN M249 SAW menu.jpg|thumb|none|600px|FN M249 SAW PIP in game.]]&lt;br /&gt;
[[Image:BF4M249Hold.jpg|thumb|none|600px|The M249 SAW PIP in the hands of the player.]]&lt;br /&gt;
[[Image:BF4M249Reload.jpg|thumb|none|600px|The player reloads the M249 SAW.]]&lt;br /&gt;
&lt;br /&gt;
==L86A2==&lt;br /&gt;
The [[L86A2]] returns from BF3 in the Spring 2015 Patch.&lt;br /&gt;
[[Image:Image-SA80-L86A2.jpg|thumb|none|400px|L86A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4L86A2Loadout.jpg|thumb|none|600px|The L86A2 in the multiplayer weapons customization menu.]]&lt;br /&gt;
[[Image:BF4L86A2Hold.jpg|thumb|none|600px|The L86A2 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4L86A2Reload.jpg|thumb|none|600px|The player reloads the L86A2.]]&lt;br /&gt;
[[Image:BF4L86A2Iron.jpg|thumb|none|600px|The player aims the L86A2.]]&lt;br /&gt;
&lt;br /&gt;
==M60E4/MK43 MOD1==&lt;br /&gt;
The [[M60E4]] is a medium machine gun released with the Second Assault DLC. It is an updated version of the M60, previously the standard general purpose machine gun of the United States armed forces - type classified as the MK43 MOD1. It requires the completion of the &amp;quot;Dust Devil&amp;quot; assignment to unlock.&lt;br /&gt;
[[Image:M60E4-mk43.jpg|thumb|none|400px|M60E4/MK43 MOD1 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4M6001.jpg|thumb|none|600px|Stock M60E4 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4M6002.jpg|thumb|none|600px|The M60E4 being held.]]&lt;br /&gt;
[[Image:BF4M6003.jpg|thumb|none|600px|The M60E4 iron sight. Note the ridiculous misalignment.]]&lt;br /&gt;
[[Image:BF4M60Reload.jpg|thumb|none|600px|Reloading the M60E4.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBB-95==&lt;br /&gt;
The [[Norinco QB rifle series#Norinco QBB-95|Norinco QBB-95]] returns from ''[[Battlefield 3]]'' as the &amp;quot;QBB-95-1&amp;quot;. It is the light machine gun variant of the Chinese Type 95 family of weapons and is fielded by the People's Liberation Army. It fires the Chinese 5.8x42mm round from either a 30-round box magazine or a 75-round drum magazine. It has the second-highest capacity of all magazine-fed weapons in the game. It is unlocked by acquiring 15,000 points with LMGs.&lt;br /&gt;
[[Image:QBB95.jpg|thumb|none|400px|Norinco QBB-95 - 5.8x42mm DBP87]]&lt;br /&gt;
[[file:Bf4 hd Norinco QBB-95 menu.jpg|thumb|none|600px|Norinco QBB-95 in game.]]&lt;br /&gt;
[[Image:BF4QBB95Hold.jpg|thumb|none|600px|The QBB-95 in the hands of the player. Following the Spring 2015 patch, the 80+1 capacity has been reduced to a correct 75+1.]]&lt;br /&gt;
[[Image:BF4QBB95Reload.jpg|thumb|none|600px|The player reloads the QBB-95. Unlike its other Type 95 counterparts in the game, the bolt does not lock back on the last round. Whether this is due to the drum magazine or an oversight by the animators remains unknown.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QJY-88==&lt;br /&gt;
The [[Norinco QJY-88]] returns from ''[[Battlefield 3]]''. It is a gas operated, belt-fed light machine gun currently in service with the Chinese People's Liberation Army. It fires the Chinese 5.8x42mm round. The QJY-88 is also known as (and referred to in-game as) the Type 88 LMG - not to be confused with the Type 88 sniper rifle ([[Norinco QB rifle series#Norinco QBU-88|Norinco QBU-88]]) that is also in the game. It is the first unlockable LMG, requiring a 4000 score with LMGs.&lt;br /&gt;
[[Image:Type88gpmg2.jpg|thumb|none|400px|Norinco QJY-88 - 5.8x42mm DBP87]]&lt;br /&gt;
[[file:Bf4 hd Norinco QJY-88 menu.jpg|thumb|none|600px|Norinco QJY-88 in game.]]&lt;br /&gt;
[[Image:BF4T88Hold.jpg|thumb|none|600px|The QJY-88 in the hands of the player.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PK Machine Gun#PKP Pecheneg Machine Gun|PKP Pecheneg]] is a gas-operated, belt-fed general purpose machine gun in limited service with the Russian Armed Forces and fires the 7.62x54mmR round. Like the earlier PK series of machine guns, it feeds from the right and ejects to the left, which is correctly portrayed in the game. It requires 19000 LMG score.&lt;br /&gt;
[[Image:Pecheneg.jpg|thumb|none|400px|PKP Pecheneg - 7.62x54mmR]]&lt;br /&gt;
[[file:Bf4 hd PKP Pecheneg menu.jpg|thumb|none|600px|PKP Pecheneg in game.]]&lt;br /&gt;
[[Image:BF4PechenegHold.jpg|thumb|none|600px|The PKP Pecheneg in the hands of the player.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK light machine gun|&amp;quot;RPK-74M&amp;quot;]] returns from ''[[Battlefield 3]]'' as part of the ''China Rising'' DLC. In actuality, the weapon model is the standard RPK, based on its wood furniture and magazine curvature. Following the Spring 2015 patch, the caliber has been changed to the correct 7.62x39mm and magazine reduced to an accurate 40 rounds. The RPK and RPK-74/74M are light machine gun variants of the AKM and AK-74/74M, respectively - all in use within the Russian Armed Forces and widely exported. As of the Summer 2015 patch, it has been properly renamed to simply RPK&lt;br /&gt;
&lt;br /&gt;
[[Image:rpk74m.jpg|thumb|none|400px|RPK-74M with 45-round box magazine and bipod folded - 5.45x39mm]]&lt;br /&gt;
[[Image:RPK_lmg.jpg|thumb|none|400px|RPK with 40-round box magazine and bipod deployed - 7.62x39mm M43]]&lt;br /&gt;
[[Image:BF4RPK01.jpg|thumb|none|600px|Stock RPK in the loadout menu. The cleaning rod port / guide that is found about halfway down the barrel is not modelled.]]&lt;br /&gt;
[[Image:BF4RPK02.jpg|thumb|none|600px|RPK being held.]]&lt;br /&gt;
[[Image:BF4RPK03.jpg|thumb|none|600px|RPK iron sight.]]&lt;br /&gt;
[[Image:BF4RPKReload.jpg|thumb|none|600px|Reloading the RPK. The player reaches underneath the weapon operate the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==RPK-12==&lt;br /&gt;
The RPK-12 is the light machine gun variant of the [[AK-12]], although currently, the real RPK-12 variant is only chambered in 7.62x39mm. The near-future setting of the game could indicate this as a future development. The game model appears to differ only in the barrel length and magazine. In-game it fires the same 5.45x39mm round and uses a 60-round quad-stack magazine that was developed for the AK-12. It is unlocked by completing the &amp;quot;Support Expert&amp;quot; assignment.&lt;br /&gt;
[[Image:RPK-12.jpg|thumb|none|400px|RPK-12 - 7.62x39mm]]&lt;br /&gt;
[[Image:BF4 RPK12 01.jpg|thumb|none|600px|A support class player holding an RPK-12 with a red paint finish spins around in time to shoot an enemy player approaching with a knife in the &amp;quot;Levolution&amp;quot; trailer.]]&lt;br /&gt;
[[Image:BF4RPK12Menu.jpg|thumb|none|600px|The RPK-12 in the multiplayer weapon customization menu. The longer barrel and the thicker profile of the 60-round magazine are evident in this screenshot.]]&lt;br /&gt;
[[Image:BF4RPK12Hold.jpg|thumb|none|600px|The RPK-12 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4RPK12Reload.jpg|thumb|none|600px|The player reloads the RPK-12. Despite an ambidextrous charging handle, the player uses the underhand technique to chamber a round from the right side.]]&lt;br /&gt;
&lt;br /&gt;
==STK Ultimax 100 Mark 5==&lt;br /&gt;
The [[Ultimax 100#Ultimax 100 Mark 5|STK Ultimax 100 Mark 5]] appears as the starting weapon for the Support class. In game, it is incorrectly depicted as a closed bolt weapon that can chamber a +1 round on top of its 30-round magazine. Actually, the Mark 5 fires from the open bolt, uncommon for modern magazine-fed weapons (the in-game model, when viewed from the right side, even shows the bolt locked back). The Mark 5 was submitted to compete in the USMC Infantry Automatic Rifle competition, although it was not selected. &lt;br /&gt;
[[file:Ultimax MK5.jpg‎|thumb|none|400px|STK Ultimax 100 Mk 5 with Grippod foregrip / bipod - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd STK Ultimax 100 Mark 5 menu.jpg|thumb|none|600px|Ultimax 100 Mark 5 in game. The backup rear sight is a KAC 300m flip-up iron sight.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
This category spans all of ''Battlefield 4'''s bolt action sniper rifles, and some precision-oriented semi-automatic rifles. Sniper rifles include all bolt-actions smaller than .50 caliber and the semi-auto FD338, and are exclusive to the Recon class only. These weapons have the entire selection of short to long-range optics available to equip, and some unique modifications such as laser range finders and straight-pull bolts. Designated marksmen rifles are available to all classes and fire in semi-auto. They cannot equip long-range optics. Additionally, the Barrett M107 and the AMR-2 are the two sniper rifle battle pickups in the game, both .50 caliber.&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]], in British military service as the L115A3, is an unlockable weapon in the ''China Rising'' DLC. Following the Spring 2015 patch, it fires the powerful .338 Lapua round from a 5-round magazine, giving it a 5+1 round capacity. It was improperly named as the &amp;quot;L96A1&amp;quot;, which is the 7.62x51mm NATO variant and the standard sniper rifle of the British Army, though as of the Summer 2015 patch the name has been changed to L115&lt;br /&gt;
&lt;br /&gt;
[[File:AI L115A3.jpg|thumb|none|400px|Accuracy International AWM-F - .338 Lapua]]&lt;br /&gt;
[[File:BF4 L96 01.jpg|thumb|none|600px|The &amp;quot;L115&amp;quot; in the loadout menu. Note the hinges that allow the stock to fold for easier transport.]]&lt;br /&gt;
[[File:BF4L9602.jpg|thumb|none|600px|&amp;quot;L115&amp;quot; being held.]]&lt;br /&gt;
[[File:BF4L96A1Reload.jpg|thumb|none|600px|Reloading the &amp;quot;L115&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==China South Industries Group AMR-2==&lt;br /&gt;
The [[AMR-2]] appears as a battle pickup in the game on select multiplayer maps. It is a bolt-action, 12.7x108mm Chinese sniper rifle that holds 5+1 rounds. It is called the &amp;quot;AMR-2&amp;quot;, &amp;quot;AMR-2 MID&amp;quot;, or &amp;quot;AMR-2 CQB&amp;quot;, depending on its optic configuration. A fictional laser range finder is always mounted (an AN/PEQ-11 with the rear end altered into a display).&lt;br /&gt;
[[Image:Amr-2 2.jpg|thumb|none|400px|AMR-2 - 12.7x108mm]]&lt;br /&gt;
[[Image:BF4AMR201.jpg|thumb|none|600px|AMR-2 being held.]]&lt;br /&gt;
[[Image:BF4AMR202.jpg|thumb|none|600px|Left side of AMR-2.]]&lt;br /&gt;
[[Image:BF4AMR203.jpg|thumb|none|600px|AMR-2 as a battle pickup.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M82 rifle series#Barrett M107|Barrett M107]] in-game is incorrectly dubbed as the &amp;quot;[[Barrett M82 rifle series#M82A3|M82A3]]&amp;quot;, despite it not having a raised top rail and lacking a rear grip and monopod socket. It is a semi-auto .50 BMG sniper rifle battle pickup in the game, called the &amp;quot;M82A3&amp;quot;, &amp;quot;M82A3 MID&amp;quot;, or &amp;quot;M82A3 CQB&amp;quot;, depending on its configuration. It holds a 10+1 round capacity, and comes with one extra magazine. The fictional laser range finder is always mounted (an AN/PEQ-11 with the rear end altered into a display).&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|400px|Barrett M107 - .50 BMG.]]&lt;br /&gt;
[[Image:BF4 M107 01.jpg|thumb|none|600px|The M107 in the &amp;quot;Paracel Storm&amp;quot; trailer. Note the &amp;quot;US Army&amp;quot; markings on the receiver - in the final build this is changed to &amp;quot;USMC&amp;quot; to match the American forces depicted in game.]]&lt;br /&gt;
[[Image:BF4M8202.jpg|thumb|none|600px|The M107 as a battle pickup.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett Model 98 Bravo==&lt;br /&gt;
The [[Barrett Model 98 Bravo#Barrett M98B|Barrett Model 98 Bravo]] returns from ''[[Battlefield 3]]'', once again called the &amp;quot;M98B&amp;quot;. This time around it correctly holds 10 rounds in the magazine, but unfortunately suffers from the &amp;quot;fat rail segment&amp;quot; ailment that afflicts many weapons that were ported over. It features the fastest bullet velocity of all the sniper rifles in the game. It requires a sniper rifle score of 34000 to unlock.&lt;br /&gt;
[[Image:0129481.jpg|thumb|none|400px|Barrett Model 98 Bravo - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BF4M98BHold.jpg|thumb|none|600px|The Barrett M98B in the hands of the player.]]&lt;br /&gt;
[[Image:BF4M9801.jpg|thumb|none|600px|Stock Barrett M98B with bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M-200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M-200 Intervention]] is an unlockable bolt-action sniper rifle and is called the &amp;quot;SRR-61&amp;quot; in the game, named for the Jordanian 61st Special Reconnaissance Regiment, or SRR-61, who use the rifle. It holds 7+1 rounds and is the last sniper rifle unlocked, requiring 42000 sniper rifle points.&lt;br /&gt;
[[Image:M200.jpg|thumb|none|400px|Cheyenne Tactical M-200 Intervention - .408 CheyTac]]&lt;br /&gt;
[[Image:BF4SRRHold.jpg|thumb|none|600px|The M-200 Intervention in the hands of the player.]]&lt;br /&gt;
[[Image:BF4SRRReload.jpg|thumb|none|600px|The player reloads the M-200 Intervention.]]&lt;br /&gt;
[[Image:BF4 M200 CheyTac 03.jpg|thumb|none|600px|An American Recon player holds an M-200 Intervention in the &amp;quot;This is ''Battlefield 4'' Multiplayer&amp;quot; trailer.]]&lt;br /&gt;
[[Image:BF4SRR02.jpg|thumb|none|600px|Stock &amp;quot;SRR-61&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Arms Stealth Recon Scout==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout]] is called the &amp;quot;338 Recon&amp;quot; in-game and is the only bullpup configuration sniper rifle. It has a capacity of 5+1 rounds and requires a sniper rifle score of 27000 to unlock.&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|400px|Desert Tactical Arms Stealth Recon Scout - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BF4388Hold.jpg|thumb|none|600px|The Stealth Recon Scout in the hands of the player.]]&lt;br /&gt;
[[Image:BF4388Reload.jpg|thumb|none|600px|The player reloads the Stealth Recon Scout.]]&lt;br /&gt;
[[Image:BF433802.jpg|thumb|none|600px|Stock Stealth Recon Scout with bipod.]]&lt;br /&gt;
&lt;br /&gt;
==F&amp;amp;D Defense FD338==&lt;br /&gt;
The [[F&amp;amp;D Defense FD338]], available in the Naval Strike DLC, is currently the only semi-automatic weapon in the sniper rifle category. It is called the &amp;quot;SR338&amp;quot; in the game, and has a capacity of 10+1 rounds. Despite firing .338 Lapua rounds, its damage model is significantly lower than its bolt-action .338 counterparts in order to balance its semi-auto advantage, to the point that it was the only sniper rifle incapable of killing in a single shot regardless of distance or hit location (It was so low that even a point-blank headshot couldn't kill a full-health enemy).  The weapon has since been patched in an October 2014 update to allow it to kill with a single headshot out to a fairly short distance.&lt;br /&gt;
[[file:F&amp;amp;D Defense FD338.jpg|thumb|none|400px|F&amp;amp;D Defense FD338 - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BF4SR33801.jpg|thumb|none|600px|Stock F&amp;amp;D Defense FD338 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4SR33802.jpg|thumb|none|600px|The &amp;quot;SR338&amp;quot; being held.]]&lt;br /&gt;
[[Image:BF4SR338Reload.jpg|thumb|none|600px|Reloading the &amp;quot;SR338&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==GOL Sniper Rifle==&lt;br /&gt;
The [[GOL sniper rifle|GOL Sniper Rifle]], called the &amp;quot;GOL Sniper Magnum&amp;quot; makes a return from ''[[Battlefield: Bad Company 2]]'' with the ''Second Assault'' DLC. It features a high rate of fire for bolt-actions and has a 5+1 round capacity.&lt;br /&gt;
[[Image:GOL Sniper Magnum.jpg|thumb|none|400px|GOL-Sniper - .338 Lapua]]&lt;br /&gt;
[[Image:BF4GOL01.jpg|thumb|none|600px|Stock GOL in the loadout menu.]]&lt;br /&gt;
[[Image:BF4GOL02.jpg|thumb|none|600px|The GOL being held.]]&lt;br /&gt;
[[Image:BF4GOLReload.jpg|thumb|none|600px|Reloading the GOL.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SV-98==&lt;br /&gt;
The [[Izhmash SV-98]] appears in multiplayer as a sniper rifle. It has a capacity of 10+1 rounds and requires 13000 sniper rifle score to unlock.&lt;br /&gt;
[[file:SV98.jpg|thumb|none|400px|Izhmash SV-98 - 7.62x54mmR]]&lt;br /&gt;
[[file:Bf4 hd Izhmash SV-98 menu.jpg|thumb|none|600px|Izhmash SV-98 in game.]]&lt;br /&gt;
[[Image:BF4SV9802.jpg|thumb|none|600px|SV-98 being held.]]&lt;br /&gt;
&lt;br /&gt;
==Jian She CS/LR3==&lt;br /&gt;
The [[Jian She CS/LR Sniper Rifle|Jian She CS/LR3]], also known as the &amp;quot;FY-JS&amp;quot; in the game, is the 5.8x42mm variant of the CS/LR4. Unlike it's larger caliber sibling, the FY-JS has a standard finish instead the permanent camo on the CS/LR4, like a lot of variants have in the game.&lt;br /&gt;
[[Image:Cslr3.jpg|thumb|none|400px|Jian She CS/LR3 - 5.8×42mm]]&lt;br /&gt;
&lt;br /&gt;
==Jian She CS/LR4==&lt;br /&gt;
The [[Jian She CS/LR Sniper Rifle|Jian She CS/LR4]] is the starting weapon for the Recon class. It is a bolt-action, magazine-fed rifle of Chinese origin with a capacity of 5+1 rounds and is a well-rounded sniper rifle in game.&lt;br /&gt;
[[file:CS-LR4.jpg|400px|thumb|none|CS/LR4 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Bf4 hd Jian She CSLR4 menu.jpg|thumb|none|600px|Jian She CS/LR4 in-game.]]&lt;br /&gt;
[[Image:BF4LR4Holda.jpg|thumb|none|600px|The CS/LR4 in the hands of the player.]]&lt;br /&gt;
&lt;br /&gt;
==M39 EMR==&lt;br /&gt;
On the cover art, Recker is armed with an [[M14#M39_Enhanced_Marksman_Rifle|M39 EMR]] attached with a series of accessories, including a bipod, a sound suppressor and a scope. It appears in multiplayer as a DMR, now holds 20+1 rounds, and requires a 37000 score with DMRs to unlock.&lt;br /&gt;
[[Image:M-39EMR.jpg|thumb|400px|none|M39 Enhanced Marksman Rifle with Harris bipod - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BF4M3901.jpg|thumb|600px|none|M39 EMR being held.]]&lt;br /&gt;
[[Image:BF4M3902.jpg|thumb|600px|none|Stock M39 EMR.]]&lt;br /&gt;
[[Image:BF4M3903.jpg|thumb|600px|none|M39 EMR iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5==&lt;br /&gt;
The [[Remington Model 700#M40A5 Sniper Rifle|M40A5]] appears in multiplayer and is built on the [[Remington Model 700]] platform with significant upgrades, including a precision trigger, detachable 5-round magazine, SureFire compensator, and a McMillan stock. This configuration is currently in service with the United States Marine Corps. It is an unlockable weapon that requires 3000 sniper rifle score.&lt;br /&gt;
[[Image:M40A5.jpg|thumb|none|400px|M40A5 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Bf4 hd M40A5 menu.jpg|thumb|none|600px|M40A5 in game. The tape wrapped around the barrel and stock, presumably to keep it together, is completely out of place on a precision 1/2 MOA weapon.]]&lt;br /&gt;
[[Image:BF4M40Hold.jpg|thumb|none|600px|The M40A5 in the hands of the player. The inaccurate 10-round capacity has since been corrected to 5.]]&lt;br /&gt;
[[Image:BF4M40Reload.jpg|thumb|none|600px|The player reloads the M40A5. On a reload from empty, the player uses his right hand to swap the magazine, unique among all the small arms in the game.]]&lt;br /&gt;
&lt;br /&gt;
==McMillan CS5==&lt;br /&gt;
The [[McMillan CS5]] appears as the &amp;quot;CS5&amp;quot; in the ''Dragon's Teeth'' DLC. It comes with a suppressor attached by default, but it can be removed at the player's discretion.&lt;br /&gt;
[[Image:CS5.jpg|thumb|none|400px|McMillan CS5 Compact Sniper Rifle with bipod and sound suppressor - .308 Winchester]]&lt;br /&gt;
[[Image:BF4CS501.jpg|thumb|none|600px|Stock McMillan CS5 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4CS502.jpg|thumb|none|600px|McMillan CS5 being held.]]&lt;br /&gt;
[[Image:BF4CS5Reload.jpg|thumb|none|600px|Reloading the McMillan CS5.]]&lt;br /&gt;
&lt;br /&gt;
==MK 11 MOD 0==&lt;br /&gt;
The [[Knight's Armament SR-25|Mk 11 Mod 0]] in multiplayer requires 4000 DMR points to unlock.&lt;br /&gt;
[[Image:SR25.jpg|thumb|none|400px|Mk 11 Mod 0 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4M1101.jpg|thumb|none|600px|Stock Mk 11 Mod 0 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4M1102.jpg|thumb|none|600px|Mk 11 Mod 0 being held.]]&lt;br /&gt;
[[Image:BF4M1103.jpg|thumb|none|600px|Stock Mk 11 Mod 0 iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==MKEK JNG-90==&lt;br /&gt;
The [[MKEK JNG-90]] is in multiplayer. It requires a sniper rifle score of 20000.&lt;br /&gt;
[[Image:JNG-90.jpg|thumb|none|400px|MKEK JNG-90 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4JNG90Holda.jpg|thumb|none|600px|The JNG-90 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4JNG02.jpg|thumb|none|600px|Stock JNG-90 with bipod in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBU-88==&lt;br /&gt;
The [[Norinco QB rifle series#Norinco QBU-88|Norinco QBU-88]] appears in the game.&lt;br /&gt;
[[Image:Qbu-88-0.jpg|thumb|400px|none|Norinco QBU-88 - 5.8x42mm]]&lt;br /&gt;
[[Image:BF4QBU8801.jpg|thumb|600px|none|Stock QBU-88.]]&lt;br /&gt;
[[Image:BF4QBU8802.jpg|thumb|600px|none|QBU-88 being held.]]&lt;br /&gt;
[[Image:BF4QBU8803.jpg|thumb|600px|none|QBU-88 iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Elite==&lt;br /&gt;
the [[Steyr Elite]] appears in the game. It is the 5.56x45mm version and has a capacity of 10+1 rounds. Despite being one of the weaker hitting sniper rifles, it features a fast rate of fire, aim speed, and bullet velocity to balance the low damage. The factory integral bipod is used with the &amp;quot;Bipod&amp;quot; attachment. It requires 8000 points with sniper rifles to unlock. &lt;br /&gt;
[[Image:ELITE.jpeg|thumb|400px|none|Steyr Elite - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Bf4 hd Steyr Elite menu.jpg|thumb|none|600px|Steyr Elite in game.]]&lt;br /&gt;
[[Image:BF4ScoutHold.jpg|thumb|600px|none|A player holding the Steyr with iron sights only. Following the Spring 2015 patch, the magazine capacity was changed from 5 to the correct 10 rounds.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] has been seen in multiple public multiplayer events. It is no-longer a fire and forget weapon, requiring a constant lock in order to successfully make a hit. &lt;br /&gt;
[[Image:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[Image:BF4 Javelin 01.jpg|thumb|none|600px|The player holds the FGM-148 Javelin.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-172 SRAW==&lt;br /&gt;
The [[FGM-172 SRAW]] returns from ''Battlefield 2'' and is once again (incorrectly) depicted as being wire-guided. It can be seen at the beginning of the &amp;quot;Levolution&amp;quot; trailer, and has also been seen in multiple public multiplayer events.&lt;br /&gt;
[[Image:Pic-product-predator.jpg|thumb|none|500px|FGM-172 SRAW - 139.7mm]]&lt;br /&gt;
[[Image:BF4SRAW.jpg|thumb|none|600px|The player holds the FGM-172 SRAW.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
After the player disembarks the helicopter in the E3 multiplayer demo, a soldier is seen running with an [[FIM-92A Stinger]]. It has also been seen in multiple public multiplayer events. It is considered a fire and forget launcher but has the shortest range of the portable AA Weapons. &lt;br /&gt;
[[Image:-0976t.jpg|thumb|500px|none|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:BF4Stinger.jpg|thumb|none|600px|The Stinger in the hands of the player.]]&lt;br /&gt;
[[Image:Bf4 fim-92.jpg||thumb|600px|none|A soldier carries an FIM-92 Stinger.]]&lt;br /&gt;
&lt;br /&gt;
==GP-30M==&lt;br /&gt;
If the M320 is mounted to a Russian weapon with the under-barrel rail attached, it instead becomes a [[GP-30|GP-30M]].&lt;br /&gt;
[[Image:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|401px|GP-30M - 40mm]]&lt;br /&gt;
[[Image:BF4GP3001.jpg|thumb|none|600px|GP-30M attached to a AEK-971.]]&lt;br /&gt;
[[Image:BF4GP3002.jpg|thumb|none|600px|The player holding an AK-12 with a GP-30M attached underneath.]]&lt;br /&gt;
[[Image:BF4GP3003.jpg|thumb|none|600px|Reloading the GP-30M.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
Near the end of the singleplayer demo, the player fires a [[Heckler &amp;amp; Koch M320]] from a car's driver seat. It has also been seen in multiple public multiplayer events. It is a gadget unlock for the Assault Class and is capable of firing 40mm High Explosive Dual Purpose Grenades in addition to Dart, Smoke, Timed Fragmentation and a new Flashbang ammunition variant.&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|400px|none|H&amp;amp;K M320 - 40x46mm]]&lt;br /&gt;
[[Image:Bf4 m320.jpg||thumb|600px|none|Irish gives a H&amp;amp;K M320 to Recker to shoot down the Mi-28 Havoc]]&lt;br /&gt;
[[Image:Bf4 m320 2.jpg||thumb|600px|none|Recker takes aim with the H&amp;amp;K M320 to bring down the chopper while Bonnie Tyler's Total Eclipse of the Heart plays in the background]]&lt;br /&gt;
[[Image:BF4M320Hold.jpg|thumb|none|600px|The M320 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4M320Reload.jpg|thumb|none|600px|The player reloads the M320.]]&lt;br /&gt;
[[Image:BF4M32005.jpg|thumb|none|600px|M320 mounded under a HK416 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;M320 3GL&amp;quot;===&lt;br /&gt;
The Naval Strike DLC added a fictional variant known as the &amp;quot;M320 3GL&amp;quot;. It functions in a similar way to the real-world [[Metal Storm Weapons#Metal Storm 3GL|Metal Storm 3GL]] (from which its name is also taken) in that it fires 3 rounds from the same tube without reloading. However it simply reuses the standard M320 model used for the standard launcher, even to the point where it can be seen that only a single round is inserted into the tube during the reload animation.&lt;br /&gt;
[[Image:MS 3GL.jpg|thumb|none|400px|The real-world Metal Storm 3GL 3-round grenade launcher in standalone configuration - 40mm. Note that this is significantly different to the &amp;quot;M320 3GL&amp;quot; model which appears in the game]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM25==&lt;br /&gt;
In the live stream of Battlefield 4 during E3, players can be seen equipped with an [[Heckler &amp;amp; Koch XM25]]. It is usable by the Support class only. It too, like the M320 is capable of launching alternate ammunition ranging from its default Airburst, Dart and Smoke rounds. Using Dart ammunition increases the fire rate and it behaves similar to a semi-automatic shotgun with a Infrared Scope.&lt;br /&gt;
[[Image:ATKXM25.jpg|thumb|400px|none|Heckler &amp;amp; Koch XM25 - 25x40mm]]&lt;br /&gt;
[[Image:BF4XM25Reload.jpg||thumb|600px|none|A player reloading an XM25]]&lt;br /&gt;
&lt;br /&gt;
==M136 CS==&lt;br /&gt;
The [[M136 AT4]] appears as a battle pickup. Referred to as &amp;quot;M136 CS&amp;quot; in game, CS standing for &amp;quot;confined space&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|400px|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[Image:BF4AT401.jpg|thumb|none|600px|&amp;quot;M136 CS&amp;quot; bring held.]]&lt;br /&gt;
[[Image:BF4AT402.jpg|thumb|none|600px|&amp;quot;M136 CS&amp;quot; sights.]]&lt;br /&gt;
[[Image:BF4AT403.jpg|thumb|none|600px|&amp;quot;M136 CS&amp;quot; battle pickup.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The [[M203 grenade launcher]] appears in the game mounted the &amp;quot;RAWR&amp;quot;, only having limited shots before running out of ammo. Four of them are mounted on the robot, two on each side.&lt;br /&gt;
[[Image:M16A2 M203.jpg|thumb|none|400px|M203 40mm grenade launcher mounted on an M16A2, 5.56x45mm]]&lt;br /&gt;
[[Image:BF4M20301.jpg|thumb|none|600px|Four M203 grenade launchers mounted on a &amp;quot;RAWR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==MBT LAW==&lt;br /&gt;
The [[MBT LAW]] has been seen in multiple public multiplayer events. It is the easiest to use but also the weakest of the launchers as the Rocket fired has a self guidence system, providing it's close to the target and will automatically attack the weakest point (top armor).&lt;br /&gt;
[[Image:NLAW.jpg|thumb|none|400px|MBT LAW - 150mm]]&lt;br /&gt;
[[Image:BF4NLAW.jpg|thumb|none|600px|The MBT LAW in the hands of the player.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1S==&lt;br /&gt;
Recker is also seen wielding a [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]] with Picatinny rails and reflex sights. When reloading, the whole 6 grenades are ejected from the cylinder, regardless of how many have been fired, and new ones are loaded, two grenades at a time. It is available as a Battle Pickup in multiplayer. &lt;br /&gt;
[[Image:MGL32.jpg|thumb|400px|none|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:Bf4 milkor mgl.jpg|thumb|600px|none|Recker readies his Milkor MGL Mk 1S to fire at a wall and flank the enemy.]]&lt;br /&gt;
[[Image:BF4MGL02.jpg|thumb|600px|none|&amp;quot;M32 MGL&amp;quot; as a battle pickup.]]&lt;br /&gt;
[[Image:BF4MGL03.jpg|thumb|600px|none|&amp;quot;M32 MGL&amp;quot; sights.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The [[Mk 153 Mod 0 SMAW]] has been seen in multiple public multiplayer events. It is the second most powerful the Anti-Tank Launchers and possesses the flattest trajectory over a distance.  &lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|400px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[Image:BF4SMAW.jpg|thumb|none|600px|The SMAW in the hands of the player.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] returns from Battlefield 3, now with the correct rear tube cover of the V2 model. It is the most powerful of unguided Anti-Tank launchers but is also the hardest use at range due to the arcing trajectory of the rocket in flight. &lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[file:BF4RPG7Hold.jpg|thumb|none|599px|The player holds the &amp;quot;RPG-7V2&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd RPG-7 aim.jpg|thumb|none|600px|The player aims to &amp;quot;RPG-7V2&amp;quot;.]]&lt;br /&gt;
[[file:BF4RPG7Reload.jpg|thumb|none|599px|The player reloads &amp;quot;RPG-7V2&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd RPG-7 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;RPG-7V2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SA-18 Grouse==&lt;br /&gt;
The [[SA-18 Grouse]] has been seen in multiple public multiplayer events. It is once again called the &amp;quot;SA-18 Igla&amp;quot;. In-game it behaves differently from ''Battlefield 3'' instead forgoing the use as a fire and forget launcher for use as a constant lock launcher. In posses the longest range of the AA Launchers but requires a near constant lock to maintain a hit, alternatively, a target can be reacquired even if the target used counter measures providing the missile is still in flight. &lt;br /&gt;
[[Image:Igla 191.jpg|thumb|none|400px|SA-18 Grouse launcher and missile - 72mm]]&lt;br /&gt;
[[Image:BF4IGLA.jpg|thumb|none|600px|The player holds the SA-18 Grouse.]]&lt;br /&gt;
&lt;br /&gt;
==QW-2 Vanguard 2==&lt;br /&gt;
The [[QW-2 Vanguard 2]] appears in the game as the missile armament on the Chinese Type-95 anti-aircraft vehicle.&lt;br /&gt;
&lt;br /&gt;
[[Image:QW-2.jpg|thumb|none|400px|QW-2 Vanguard 2 launcher and missile 72mm]]&lt;br /&gt;
[[File:BF4T8701.jpg|thumb|600px|none|Chinese Mobile AA mounting QW-2 Vanguard 2 launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Starstreak HVM==&lt;br /&gt;
The shoulder launched [[Starstreak HVM]] launcher is available as a battle pickup in the game. It has only two shots and can engage both aircraft and armor. It is requires a constant lock to maintain a hit, however a lock can be reacquired even if a target used counter-measures. The Starstreak is most effective against enemy aircraft as opposed to enemy land vehicles such as enemy armor. &lt;br /&gt;
[[Image:Starstreak MANPAD.jpg|thumb|none|250px|Starstreak HVM]]&lt;br /&gt;
[[Image:BF4HVM.jpg|thumb|none|600px|The player holds the Starstreak HVM.]]&lt;br /&gt;
[[Image:BF4HVM01.jpg|thumb|none|600px|Starstreak HVM as a battle pickup.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==M2 SLAM==&lt;br /&gt;
The M2 [[SLAM]] appears in a Gamespot video showing off all the weapons and gadgets in the game. It is usable by the Engineer class. It is a highly versatile mine, capable of sticking to walls and objects and even enemy vehicles to some extent but inflicts less damage as the M15 AT mine.&lt;br /&gt;
[[Image:SLAM.jpg|thumb|none|200px|SLAM]]&lt;br /&gt;
[[Image:BF4SLAM01.jpg|thumb|none|600px|M2 deployed and held.]]&lt;br /&gt;
&lt;br /&gt;
==M15 anti-tank mine==&lt;br /&gt;
The [[M15 anti-tank mine]] appears in a Gamespot video showing off all the weapons and gadgets in the game. It is once again only usable by the Engineer class. &lt;br /&gt;
[[Image:Landmine-dod-closeup.jpg|thumb|none|300px|M15 anti-tank mine]]&lt;br /&gt;
[[Image:BF4M1501.jpg|thumb|none|600px|M15 being held.]]&lt;br /&gt;
[[Image:BF4M1502.jpg|thumb|none|600px|M15 deployed.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] has been seen in multiple public multiplayer events. It can be equipped instead of the M67 grenade. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[file:Bf4 hd M18 smoke.jpg|thumb|none|600px|M18 smoke grenade being held.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] appears in a Gamespot video showing off all the weapons and gadgets in the game. It is usable by the Support and Recon classes. When planted, 3 trip wires shoot from the front of the mine, any thing that crosses the wires will trigger the mine.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore]]&lt;br /&gt;
[[Image:BF4CLAY01.jpg|thumb|none|600px|M18A1 Claymore being held.]]&lt;br /&gt;
[[Image:BF4CLAY02.jpg|thumb|none|600px|M18A1 Claymore with trip wires deployed.]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] has been seen in multiple public multiplayer events. It can be equipped instead of the M67 grenade. It is called the &amp;quot;M34 Incendiary&amp;quot;. &lt;br /&gt;
[[file:M34 2-1-.jpg|thumb|none|200px|]]&lt;br /&gt;
[[file:BF4M3401.jpg|thumb|none|599px|&amp;quot;M34 Incendiary&amp;quot; being held.]]&lt;br /&gt;
&lt;br /&gt;
==M67 fragmentation hand grenade==&lt;br /&gt;
[[M67 hand grenade]]s are the standard grenade of the game.&lt;br /&gt;
[[file:Baseball.jpg|thumb|200px|none|M67 fragmentation hand grenade]]&lt;br /&gt;
[[file:Bf4 hd M67 holding.jpg|thumb|none|600px|The player holds the &amp;quot;M67 fragmentation hand grenade&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] has been seen in multiple public multiplayer events. It can be equipped instead of the M67 grenade. It's called the &amp;quot;M84 Flashbang&amp;quot;. &lt;br /&gt;
[[Image:M84stun.jpg|thumb|none|200px|M84 stun grenade]]&lt;br /&gt;
[[Image:BF4M8401.jpg|thumb|none|600px|M84 being held.]]&lt;br /&gt;
&lt;br /&gt;
==RGO fragmentation grenade==&lt;br /&gt;
The [[RGO/RGN fragmentation grenade|RGO fragmentation grenade]].&lt;br /&gt;
[[file:RGO.jpg|thumb|200px|none|RGO fragmentation grenade]]&lt;br /&gt;
[[file:Bf4 hd rgo holding.jpg|thumb|none|600px|The player holds the &amp;quot;RGO fragmentation grenade&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==V40 Mini-Grenade==&lt;br /&gt;
The [[V40 Mini Grenade]].&lt;br /&gt;
[[file:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[file:Bf4 hd v40 mini holding.jpg|thumb|none|600px|The player holds the &amp;quot;V40 Mini-Grenade&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==2A38M autocannon==&lt;br /&gt;
Two [[2A38M autocannon]] are mounted on both the Pantsir AA and Tunguska Mobile AA.&lt;br /&gt;
[[Image:2a38m.jpg|thumb|none|400px|2A38M autocannon - 30mm]]&lt;br /&gt;
[[Image:BF4T2A3801.jpg|thumb|none|600px|Pantsir Stationary AA.]]&lt;br /&gt;
[[Image:BF4T2A3802.jpg|thumb|none|600px|Tunguska Mobile AA.]]&lt;br /&gt;
[[Image:BF4T2A3803.jpg|thumb|none|600px|2A38M to be mounted on a battle walker.]]&lt;br /&gt;
&lt;br /&gt;
==9M133 Kornet==&lt;br /&gt;
The [[9M133 Kornet]] is launched from the 9K123 missile system as a stationary anti-tank weapon.&lt;br /&gt;
[[Image:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]] &lt;br /&gt;
[[Image:BF4KORNET01.jpg|thumb|none|600px|9M133 Kornet launcher.]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] appears on the M220 Launcher in the game as an emplaced anti-tank missile launcher for the US faction.&lt;br /&gt;
[[Image:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[Image:BF4TOW01.jpg|thumb|none|600px|BGM-71 TOW launcher.]]&lt;br /&gt;
&lt;br /&gt;
== Bofors 40mm ==&lt;br /&gt;
The [[Bofors 40mm]] L/60 cannon is on the AC-13 gunships.&lt;br /&gt;
[[Image:40mm bofors.jpg|thumb|none|400px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2#Browning M2 Heavy Barrel|Browning M2HB heavy machine gun]] appears in the game mounted on vehicles, including M1A2 Abrams tanks.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BF4M201.jpg|thumb|none|600px|Browning M2HB Mounted on a Growler.]]&lt;br /&gt;
[[Image:BF4M202.jpg|thumb|none|600px|Player using the M2HB.]]&lt;br /&gt;
[[Image:BF4M203.jpg|thumb|none|600px|Remote controlled M2HB.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 chaingun==&lt;br /&gt;
In the background appears an LAV-25 fitted with an [[M242 Bushmaster chaingun]].&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|400px|none|M242 Bushmaster Chain Gun - 25x137mm.]]&lt;br /&gt;
[[Image:Bf4 promo lav-25.jpg|thumb|600px|none|LAV-25.]]&lt;br /&gt;
[[Image:BF4M24202.jpg|thumb|600px|none|Up close of the LAV-25's M242.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The [[General Electric GAU-8/A Avenger]] appears in the game as the secondary armament of the A-10 Thunderbolt II ground attack jet.&lt;br /&gt;
[[Image:GAU-8A.jpg|thumb|400px|none|GAU-8/A Avenger complete with feed system and 1,174 round drum - 30x173mm]]&lt;br /&gt;
[[Image:BF4GAU801.jpg|thumb|none|600px|GAU-8 mounted on an A-10.]]&lt;br /&gt;
[[Image:BF4GAU802.jpg|thumb|none|600px|A destroyed A-10 with the GAU-8 in its nose section.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-12/U==&lt;br /&gt;
The [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] is the mounted on the LAV-AD in multiplayer. Though the actual gun fires 25mm ammunition, the game depicts the gun as capable of firing either 20mm or 30mm rounds depending on the player's choosing. The AC-130 also carries a GAU-12/U as does the F-35 jet fighter.  &lt;br /&gt;
[[Image:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U with unfired rounds - 25mm]]&lt;br /&gt;
[[Image:BF4GAU1201.jpg|thumb|none|600px|A GAU-12/U mounted on an LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-17/A==&lt;br /&gt;
A pair of [[GAU-17/A|GAU-17/A's]] are mounted on the Transport Helicopters and Attack Boats and now actually eject casings, unlike BF3. The same gun is also depicted as being mounted on Little Birds.&lt;br /&gt;
[[Image:GAU-17A HH60.jpg|thumb|400px|none|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4GAU1703.jpg|thumb|600px|none|The GAU-17/A is mounted on the UH-1Y Venom.]]&lt;br /&gt;
[[Image:BF4GAU1704.jpg|thumb|600px|none| GAU-17/A mounted on a Little Bird.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
A [[General Dynamics GAU-19/A]] is mounted on the &amp;quot;XD-1 Accipitor&amp;quot;, a Battle Pickup available in the Final Stand DLC maps, essentially a flying rotary cannon with limited operating lifetime. It will self destruct once it's out of fuel.&lt;br /&gt;
[[Image:GAU19.jpg|thumb|none|400px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[Image:BF4XD101.jpg|thumb|600px|none|The &amp;quot;XD-1 Accipitor&amp;quot;, the source of ammo for this weapon is still a mystery unsolved.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
In several trailers and promo pictures, the [[M197 Vulcan]] is seen mounted on a AH-1Z Viper.&lt;br /&gt;
[[Image:M197Gatling.jpg|thumb|400px|none|General Dynamics M197 Vulcan - 20mm.]]&lt;br /&gt;
[[Image:Bf4 m197.jpg|thumb|600px|none|The AH-1Z Viper seen with the General Dynamics M197 Vulcan.]]&lt;br /&gt;
[[Image:BF4M19702.jpg|thumb|600px|none|Up close of the General Dynamics M197 Vulcan.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A [[Gryazev-Shipunov GSh-30-2]] appears in the game as the secondary armament of the Su-25 ground attack jet under the nose.&lt;br /&gt;
[[Image:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
[[Image:BF4GSh30201.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== HJ-8 Red Arrow ==&lt;br /&gt;
The [[HJ-8 Red Arrow]] appears tripod-mounted in the game as a counterpart of the American TOW and Russian Kornet, it is also used on the Chinese ZBD-09 IFV.&lt;br /&gt;
[[Image:BaktarShikan3.jpg|thumb|none|400px|HJ-8 Red Arrow launcher and missile - 120mm.]]&lt;br /&gt;
[[Image:BF4HJ8.jpg|thumb|600px|none|&amp;quot;My name is Commander Shepard and this is my favorite rocket launcher on the Citadel.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==H/PJ-12==&lt;br /&gt;
The H/PJ-12 rotary 30mm cannon is mounted on the Chinese Stationary AA LD-2000.&lt;br /&gt;
[[Image:BF4HPJ1201.jpg|thumb|600px|none|LD-2000 mounting the H/PJ-12.]]&lt;br /&gt;
&lt;br /&gt;
==Kord==&lt;br /&gt;
The [[Kord heavy machine gun]] is seen mounted on a vehicle. Recker also uses it to engage Russian ground forces.&lt;br /&gt;
[[Image:Kord 02.jpg|thumb|400px|none|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[Image:BF4KORD01.jpg|thumb|600px|none|Kord mounted on a vehicle.]]&lt;br /&gt;
[[Image:BF4KORD03.jpg|thumb|600px|none|Kord mounted on a train.]]&lt;br /&gt;
[[Image:Bf4 kord 2.jpg|thumb|600px|none|Recker firing the Kord at enemy infantry.]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The M102 105mm howitzer is mounted on AC-130 gunship.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|none|500px|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
&lt;br /&gt;
==Metal Storm Technology Demonstrator==&lt;br /&gt;
A turret utilizing the [[Metal Storm weapons|Metal Storm]] technology, called Schipunov 42 for some reason, is accessible in the Final Stand DLC maps, functioning like a big shotgun that can take out infantry, light vehicles, and low flying choppers. It is based closely on the &amp;quot;Bertha&amp;quot; one million rpm concept demonstrator: this is a little strange, since &amp;quot;Bertha&amp;quot; was never intended to be a practical weapon system. It fires off four volleys before having to reload.&lt;br /&gt;
[[Image:Bertha.jpg|thumb|none|400px|Metal Storm 36-barrel &amp;quot;Bertha&amp;quot; Rig - 9mm preloaded barrel]]&lt;br /&gt;
[[Image:BF4MetalStorm01.jpg|thumb|none|600px|The business end of the &amp;quot;Schipunov 42&amp;quot; Metal Storm turret.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is seen mounted on Desert Patrol Vehicles (DPV) and AAVP7A1 amphibious transports.&lt;br /&gt;
[[Image:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BF4MK1901.jpg|thumb|none|600px|DPV mounting a Mk 19.]]&lt;br /&gt;
[[Image:BF4MK1902.jpg|thumb|none|600px|Using the Mk 19 on a DPV.]]&lt;br /&gt;
[[Image:BF4MK1903.jpg|thumb|none|600px|Firing the Mk 19 on a AAVP7A1.]]&lt;br /&gt;
[[Image:BF4MK1904.jpg|thumb|none|600px|Mk 19 on a AAVP7A1.]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
The [[M61 Vulcan#M61 Vulcan|M61 Vulcan]] appears in the game on Phalanx CIWS and C-RAM installation.&lt;br /&gt;
[[Image:M61vulcan.jpg|thumb|none|400px|M61 Vulcan - 20mm]]&lt;br /&gt;
[[Image:BF4M6101.jpg|thumb|none|600px|M61 Vulcan on a Phalanx CIWS]]&lt;br /&gt;
&lt;br /&gt;
==Mystery Chinese Attack Chopper Nose Cannon==&lt;br /&gt;
It's a mystery, and everyone loves those.&lt;br /&gt;
[[Image:BF4CHnosegun01.jpg|thumb|none|600px|Cannon mounted on the nose of a Chinese attack chopper.]]&lt;br /&gt;
&lt;br /&gt;
==Mystery Chinese IFV Cannon==&lt;br /&gt;
It's a mystery, and everyone loves those.&lt;br /&gt;
[[Image:BF4CHIFVgun01.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:BF4CHIFVgun02.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==NSVT Heavy Machine Gun==&lt;br /&gt;
The [[NSV|NSVT Heavy MG]] appears on Russian T-90 tanks that can be controlled remotely from the inside of the tank. It should be noted that only early versions of the T90 used the NSVT in real life; it has since been replaced by the [[Kord]] heavy machine gun.&lt;br /&gt;
[[Image:6U6 NSV 02.jpg|thumb|none|400px|Tripod-mounted NSV HMG with ammo box and belt - 12.7x108mm]]&lt;br /&gt;
[[Image:BF4NSV01.jpg|thumb|none|600px|NSV mounted on a T-90 tank.]]&lt;br /&gt;
[[Image:BF4NSV02.jpg|thumb|none|600px|A closer image of the NSVT machine gun. It is one of the lesser detailed weapons in the game.]]&lt;br /&gt;
&lt;br /&gt;
==QJZ-89==&lt;br /&gt;
The QJZ-89 is mounted as coax machine gun with the main gun on the Chinese T-99 MBT. It is also mounted on top of the Chinese buggies.&lt;br /&gt;
[[Image:BF4TQJZ8901.jpg|thumb|600px|none|QJZ-89 on a buggy.]]&lt;br /&gt;
[[Image:BF4QJZ8902.jpg|thumb|600px|none|Mounting a QJZ-89.]]&lt;br /&gt;
&lt;br /&gt;
==Shipunov 2A42==&lt;br /&gt;
During the gameplay video, Recker's squad is being chased and shot at by an Mi-28 Havoc armed with a [[Shipunov 2A42]] autocannon.&lt;br /&gt;
[[Image:Shipunov 2A42.jpg|thumb|400px|none|Shipunov 2A42 30mm automatic cannon - 30x165mm.]]&lt;br /&gt;
[[Image:Bf4 shipunov2A42.jpg|thumb|600px|none|Mi-28 with a Shipunov 2A42.]]&lt;br /&gt;
[[Image:BF42A4202.jpg|thumb|600px|none|Close up of the Mi-28 with a Shipunov 2A42.]]&lt;br /&gt;
[[Image:BF42A4203.jpg|thumb|600px|none|Close up BTR-90 with a Shipunov 2A42.]]&lt;br /&gt;
&lt;br /&gt;
== Type-85 Heavy Machine Gun==&lt;br /&gt;
The [[Type 85 heavy machine gun]] is mounted as an remote controlled machine gun on the Type 99 MBT.&lt;br /&gt;
[[Image:w-85.jpg| thumb|none|400px|Type 85 heavy machine gun 12.7x108mm with tripod and ammo box]]&lt;br /&gt;
[[File:BF4T8501.jpg|thumb|600px|none|Type 85 heavy machine gun on a Type 99 tank.]]&lt;br /&gt;
&lt;br /&gt;
== Type 87==&lt;br /&gt;
Four Type 87 autocannons, a 25mm Chinese-made copy of the Russian [[ZU-23]], are mounted on the Type-95 Mobile AA.&lt;br /&gt;
[[Image:ZU-23.jpg|thumb|none|400px|Type 87 25mm]]&lt;br /&gt;
[[File:BF4T8701.jpg|thumb|600px|none|Chinese Mobile AA mounting Type 87 guns.]]&lt;br /&gt;
&lt;br /&gt;
=Misc=&lt;br /&gt;
&lt;br /&gt;
==Type 73 Light Machine Gun==&lt;br /&gt;
&lt;br /&gt;
On the Dragon's Teeth DLC Multiplayer &amp;quot;Propaganda&amp;quot; set in Pyongyang, the North Korean Type 73 machine gun can be seen on various locations around the map, as actual North Korean propaganda features the weapon quite often.&lt;br /&gt;
[[File:Type73LMG.jpg|thumb|none|400px|Type 73 Light Machine Gun 7.62x54mm R]]&lt;br /&gt;
[[Image:BF4_Type_73.jpg|thumb|none|600px|Type 73 propaganda in-game as viewed through the optics of the Chinese Type 99 MBT.]]&lt;br /&gt;
&lt;br /&gt;
==Rorsch Mk-1 Railgun==&lt;br /&gt;
&lt;br /&gt;
The only truly fictional firearm in the game, the Mk-1 is a Railgun made by fictional manufacturer Rorsch who would later make the Rorsch Mk-S8 fixed railgun emplacement seen in ''Battlefield: 2142'', which the Final Stand DLC is a prequel to; it is a Battle Pickup that can be found at certain locations on the Final Stand maps.. The stock portion of the rifle notably resembles the AW series, with the thumbhole stock, stock pad and spacers, location for the monopod, and general shape. According to its description it fires heavy sabot rounds, and while they have an extremely high velocity as one would expect from a railgun, they are not technically hitscan. The gun is single shot and once the trigger is pulled the gun must charge up for a full second before firing; it will kill infantry with one hit with a small blast radius, and does respectable damage to heavy vehicles. For reloading the user flicks a switch just forward of the trigger (presumibly a sort of circuit breaker that automatically trips after a round is fired, for safety), then presses a button on the top cover causing it to open and eject the spent casing, inserts a new round, closes the top cover, and readies the gun by using the charging handle on the left side. The gun's electronic scope, which also houses a blue laser sight, is mounted to a standard attachment rail on the top cover, while several other unused rails appear on the gun as well.&lt;br /&gt;
&lt;br /&gt;
[[File:AI L115A3.jpg|thumb|none|400px|Accuracy International AWM-F - .338 Lapua]]&lt;br /&gt;
[[File:Rorsch Mk-1.jpg|thumb|none|400px|Rorsch Mk-1 - Heavy sabot railgun rounds]]&lt;br /&gt;
[[Image:BF4Railgun03.jpg|thumb|none|600px|The Mk-1's heavy sabot round can be seen just below the battery, which resembles a magazine. The handguard appears to have been taken from the M60E4 as well.]]&lt;br /&gt;
[[Image:BF4Railgun01.jpg|thumb|none|600px|A soldier holding the Rorsch Mk-1.]]&lt;br /&gt;
[[Image:BF4Railgun02.jpg|thumb|none|600px|A sling attachment point can be seen near the rear of the barrel assembly, and the safety is above the trigger.]]&lt;br /&gt;
[[Image:BF4Railgun06.jpg|thumb|none|600px|The casing being ejected.]]&lt;br /&gt;
[[Image:BF4Railgun04new.jpg|thumb|none|600px|A good view of the heavy sabot round.]]&lt;br /&gt;
[[Image:BF4Railgun05new.jpg|thumb|none|600px|The player character closes the top cover.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: War]]&lt;br /&gt;
[[Category: Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_4&amp;diff=955520</id>
		<title>Battlefield 4</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_4&amp;diff=955520"/>
		<updated>2015-09-02T07:11:19Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Accuracy International AWM-F */ they fixed the name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield 4&lt;br /&gt;
|picture=Battlefield 4.jpg&lt;br /&gt;
|caption=''Promotional artwork''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=29 October 2013&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;XBOX One&amp;lt;br&amp;gt;XBOX 360&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
[[file:Battlefield-4China-RisingCover.jpg|thumb|right|300px|''Battlefield 4 - China Rising'' (2013)]]&lt;br /&gt;
[[file:Battlefield-4-Second-Assault-cover.jpg|thumb|right|300px|''Battlefield 4 - Second Assault'' (2014)]]&lt;br /&gt;
[[file:Battlefield-4-naval-strike-cover.jpg|thumb|right|300px|''Battlefield 4 - Naval Strike'' (2014)]]&lt;br /&gt;
[[file:Battlefield-4-dragon-teeath-cover.jpg|thumb|right|300px|''Battlefield 4 - Dragon`s Teeth'' (2014)]]&lt;br /&gt;
&lt;br /&gt;
''Battlefield 4'' is the latest installment in the ''[[Battlefield]]'' series developed by Swedish game developer DICE and published by Electronic Arts. It was announced that those who pre-ordered ''[[Medal of Honor: Warfighter]]'' would be granted early beta access to the game. The game was released on October 29. &lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Handguns are the only class of weapon to be equipped in the secondary slot in multiplayer (with the single exception of the Serbu Shorty 870). They offer a faster transition time than reloading a primary weapon. In an odd departure from ''[[Battlefield 3]]'', magazine-fed handguns all use identical reloading animations. Hammers are in the proper positions for single action firing, if available. Handguns offer relatively high damage (even more so with revolvers) at very short range and low damage at distance. Attachments available include lights, lasers, barrel attachments, and both iron and optical sights. Revolvers may not be suppressed.&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92F/FS|Beretta M9]] returns from ''[[Battlefield 3]]'' and is the second sidearm to be unlocked. It is nearly identical to the P226 in performance aside from a slightly different recoil pattern. The M9 is the United States military designation for the 92FS. When utilizing accessories such as lights and lasers, the [[Beretta 92 pistol series#Beretta M9A1|M9A1]] variant with an integrated rail would be more appropriate. The M9 requires a score of 4000 points earned with pistols to unlock. The in-game model is also used for the three-round burst &amp;quot;93R&amp;quot;, and both versions have a 15+1 round capacity. Beretta M9's are seen holstered on Clayton &amp;quot;Pac&amp;quot; Pakowski and United States Marine Corps support player's chest holster. Except for other USMC soldiers, who have Glock 17's in various holsters.&lt;br /&gt;
[[file:M9-pistolet.jpg|thumb|none|400px|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Bf4 hd M9 menu.jpg|thumb|none|600px|Beretta M9 in game.]]&lt;br /&gt;
[[file:Bf4 hd M9 holding.jpg|thumb|none|600px|The player holds the Beretta M9.]]&lt;br /&gt;
[[file:Bf4 hd M9 aim.jpg|thumb|none|600px|The player aims the Beretta M9. The iron sights are a little small with respect to the size of the slide.]]&lt;br /&gt;
[[file:Bf4 hd M9 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Beretta M9&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd M9 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Beretta M9&amp;quot; from slide lock. A minor animation error is evident here - the slide is not far back enough.]]&lt;br /&gt;
[[file:BF4C M9.jpg|thumb|none|600px|Sgt. Recker finds himself with yet another handgun uncomfortably close to his face, this time a Beretta at the beginning of the Tashgar level.]]&lt;br /&gt;
[[file:BF493R01.jpg|thumb|none|600px|Stock &amp;quot;93R&amp;quot; in the loadout menu. Note that this is a re-used M9 model with the front grip attached.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 40DS==&lt;br /&gt;
The [[Chiappa Rhino]] revolver appears in the DLC Naval Strike, called &amp;quot;SW40&amp;quot;. It is the 4 inch barrel version. The Rhino's visible hammer does not move while firing, which is actually correct, as the gun has an internal hammer and the visible part is simply a lever used to cock the internal hammer, which does not stay back after the internal hammer is cocked, nor does it move while firing (a comparison could be made to an AR-15 or MP5 charging handle, which only move when moved by the user, as they are separate from the bolt).&lt;br /&gt;
[[Image:Chiappa Rhino 4&amp;quot;.jpg|thumb|none|400px|Chiappa Rhino 40DS (4&amp;quot; barrel version)  - .357 Magnum]]&lt;br /&gt;
[[Image:BF4RHINO01.jpg|thumb|none|600px|Stock Chiappa Rhino 40DS in the loadout screen..]]&lt;br /&gt;
[[Image:BF4RHINO02.jpg|thumb|none|600px|The Rhino being held.]]&lt;br /&gt;
[[Image:BF4RHINO03.jpg|thumb|none|600px|The Rhino's iron sight.]]&lt;br /&gt;
[[Image:BF4SW40Reload.jpg|thumb|none|600px|Reloading the Rhino, whether fired or not, the rounds are always rendered as if they have not been fired.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 SP-01 SHADOW==&lt;br /&gt;
The [[CZ 75#CZ 75 SP-01 SHADOW|CZ 75 SP-01 SHADOW]] chambered in .40S&amp;amp;W appears as the &amp;quot;CZ-75&amp;quot; and is an unlockable sidearm in the game, holding 12+1 rounds. It is a factory-custom, competition oriented variant of the popular CZ 75. This pistol requires a score of 45000 points earned with pistols to unlock.&lt;br /&gt;
[[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|400px|CZ 75 SP-01 SHADOW - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BF4CZ7501.jpg|thumb|none|600px|Stock CZ 75 in the loadout menu. The engravings on the slide say &amp;quot;Made in Czech Republic&amp;quot;.]]&lt;br /&gt;
[[Image:BF4CZ7502.jpg|thumb|none|600px|CZ 75 being held. Since the Spring 2015 patch, the magazine size has been updated to an accurate 12+1 rounds, evident by the slightly extended baseplate visible in the loadout menu.]]&lt;br /&gt;
[[Image:BF4CZ7503.jpg|thumb|none|600px|CZ 75 iron sight. The fiber optic sights do not have any glow; instead, they are a dull red color.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .44 Magnum appears as the &amp;quot;DEagle 44&amp;quot; in the Dragon's Teeth DLC and holds 8+1 rounds. Fitting the &amp;quot;Compensator&amp;quot; attachment to the weapon will add the factory IWI muzzle brake (referred to in the second image). However, fitting the &amp;quot;muzzle brake&amp;quot; attachment will utilize the same generic brake used on other pistols. This handgun is unlocked with the completion of the &amp;quot;Recoil Kinetics&amp;quot; assignment.&lt;br /&gt;
[[Image:DesertEagle44ModelXIX.jpg|thumb|400px|none|IMI Desert Eagle MK XIX - .44 Magnum]]&lt;br /&gt;
[[File:BCFDE.jpg|thumb|400px|none|Desert Eagle Mk XIX in brushed chrome finish and with a muzzle brake - .50AE]]&lt;br /&gt;
[[Image:BF4DEAGLE01.jpg|thumb|none|600px|Desert Eagle Mark XIX in the customization menu.]]&lt;br /&gt;
[[Image:BF4DEAGLE02.jpg|thumb|none|600px|Desert Eagle Mark XIX being held by the player. Note the modern thumbs-forward grip technique.]]&lt;br /&gt;
[[Image:BF4DEAGLE03.jpg|thumb|none|600px|Desert Eagle Mark XIX iron sight.]]&lt;br /&gt;
[[Image:BF4DEAGLEReload.jpg|thumb|none|600px|Reloading Desert Eagle Mark XIX. The reload animation differs from the other semi-auto handguns - the player releases the slide with his left thumb.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is available in multiplayer as an unlockable sidearm and holds 20+1 rounds. In-game, the Five-seven does slightly less damage than 9x19mm pistols but benefits from having superior accuracy and a large magazine capacity. The Five-seveN requires 28000 points with handguns to unlock.&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|none|400px|FN Five-seveN - FN 5.7x28mm]]&lt;br /&gt;
[[Image:BF45701.jpg|thumb|none|600px|Stock Five-Seven in the loadout menu.]]&lt;br /&gt;
[[Image:BF45702.jpg|thumb|none|600px|Five-Seven being held.]]&lt;br /&gt;
[[Image:BF45703.jpg|thumb|none|600px|Five-Seven iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
On the cover art, as well as other promotional artwork, Recker is seen holding a [[Glock 17]] with a flashlight attached to it. The standard version has the same tan frame as the game's Glock 18. It is only seen in the singleplayer campaign, used by NPCs. Pac weilds the Glock 17 as his standard sidearm throughout the campaign (Even though he holstered Beretta M9 in chest holster), Captain Garrison uses one with a black frame in the level &amp;quot;South China Sea&amp;quot;, as well as Agent Kovic in Shanghai. like previous game, black frame model is seen holstered almost all USMC soldiers. except support player (Which uses Pac's body model) in multiplayer, They holstered Beretta M9 in chest holster.&lt;br /&gt;
[[file:Glock173rdGen.jpg|thumb|400px|none|Glock 17 3rd Generation - 9x19mm]]&lt;br /&gt;
[[file:Bf4 hd glock 17 2.jpg|thumb|600px|none|Glock 17 in game, pointed at Rucker during a tense evasion of Russian Spetsnaz forces in the &amp;quot;Baku&amp;quot; level.]]&lt;br /&gt;
[[file:BF4C G17.jpg|thumb|600px|none|Recker takes a closer look at Captain Garrison's Glock 17, the only clear appearance of the black frame in game at the end of the South China Sea chapter.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] is the only fully-automatic capable handgun in the game. It features a 1100 round per minute fire rate and a 17+1 round capacity. The Glock requires 23000 points with handguns to unlock. It's worth noting that it's actually a re-use of the G17's model with an 18's selector switch - it features all the cocking serrations, instead of the middle portion being flat where the fire mode markings should be.&lt;br /&gt;
[[Image:Glock18c 01-1-.jpg|thumb|400px|none|Glock 18 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BF4G1801.jpg|thumb|600px|none|Stock Glock 18 in the loadout menu. The magazine model is set too far up the grip as the baseplate is not visible at all.]]&lt;br /&gt;
[[Image:BF4G1803.jpg|thumb|600px|none|Glock 18 being held.]]&lt;br /&gt;
[[Image:BF4G1802.jpg|thumb|600px|none|Glock 18 iron sight. While the rear sight is the standard factory Glock plastic sight, the front sight is oddly triangular in shape.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK45C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK45#Heckler &amp;amp; Koch HK45C|Heckler &amp;amp; Koch HK45C]] is the last sidearm to be unlocked in multiplayer, and is listed as the &amp;quot;Compact 45&amp;quot; presumably for trademark reasons; however, DICE's internal file name for the pistol remains &amp;quot;HK45C&amp;quot;. It uses the 10-round extended &amp;quot;elephant foot&amp;quot; magazines, and has the threaded barrel of the 45CT. The HK45C was developed as the compact version of the full-size [[Heckler &amp;amp; Koch HK45|HK45]], but shares some characteristics with the 9x19mm [[Heckler &amp;amp; Koch P2000|HK P2000]]. The HK45CT suppressor-ready variant has been adopted by United States Naval Special Warfare units in limited numbers as the Mk 24 Mod 0 Combat Assault Pistol. The HK45C is the last handgun unlocked via score in multiplayer, requiring 57000 points with handguns.&lt;br /&gt;
[[Image:HK45C.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK45C with standard 8-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:BF4HK45Reload.jpg|thumb|none|600px|The player reloads the HK45C.]]&lt;br /&gt;
[[Image:BF4C4503.jpg|thumb|none|600px|Stock HK45C in the loadout menu.]]&lt;br /&gt;
[[Image:BF4C4504.jpg|thumb|none|600px|HK45C being held. The modelers forgot to give the HK45C a firing pin.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The lever action rifle &amp;quot;[[Marlin Model 1894]]&amp;quot; is included in the Spring 2015 Patch and is modernized with rails, metallic finish, sawed off stock and barrel. Refereed in game as Mare's leg&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|400px|Modern Marlin Model 1894 - .44 Magnum.]]&lt;br /&gt;
[[Image:Model1892MaresLeg.jpg|thumb|none|400px|Replica Winchester 1892 &amp;quot;Mare's Leg&amp;quot; with standard lever loop and rounded barrel- .44-40. This model also shows off the screw used to do &amp;quot;rapid fire&amp;quot;. This is put in place so the user does not need to pull the trigger. The screw breaks the shots when the action is worked.]]&lt;br /&gt;
[[File:BF4MareLoadout.jpg|thumb|none|600px|Mare's Leg in the loadout menu.]]&lt;br /&gt;
[[File:BF4MareHold.jpg|thumb|none|600px|Mare's Leg being held.]]&lt;br /&gt;
[[File:BF4MareIron.jpg|thumb|none|600px|Mare's Leg iron sight.]]&lt;br /&gt;
[[File:BF4MareLever.jpg|thumb|none|600px|Cycling the Mare's Leg.]]&lt;br /&gt;
[[File:BF4MareReload.jpg|thumb|none|600px|Reloading the Mare's Leg.]]&lt;br /&gt;
&lt;br /&gt;
==Mateba Model 6 Unica==&lt;br /&gt;
The [[Mateba Model 6 Unica]] appears as the &amp;quot;Unica 6&amp;quot; in the Dragon's Teeth DLC. If the Compensator attachment is used, the gun will use its own unique compensator instead of the generic P226 compensator for most other handguns. A 3x scope is also available in addition to the standard selection of sights. It is unlocked with the completion of the &amp;quot;Big Splash&amp;quot; assignment.&lt;br /&gt;
[[Image:Pistol Italian Mateba Unica in .44 Rem. Mag. with muzzle break.jpg|thumb|none|400px|Mateba Model 6 Unica with 5&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:BF4DMateba01.jpg|thumb|none|600px|Mateba Model 6 Unica in the loadout menu.]]&lt;br /&gt;
[[File:BF4DMateba02.jpg|thumb|none|600px|Mateba Model 6 Unica being held.]]&lt;br /&gt;
[[File:BF4DMateba03.jpg|thumb|none|600px|Mateba Model 6 Unica iron sight. Note the tritium amber dots that glow in dark environments.]]&lt;br /&gt;
[[File:BF4MatebaReload.jpg|thumb|none|600px|Reloading the Mateba Model 6 Unica, which ends with a controversial flicking away of the speedloader.]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
During the singleplayer campaign, Dunn gives Recker an [[MP-412 REX]] to shoot the windshield of the car. Rather interestingly, the MP-412 was never put in full production, so its presence in a United States MARSOC unit could only be explained as a war trophy, taken from Russian forces. The REX cannot be unlocked through multiplayer, the player must complete the first mission of the single-player campaign, &amp;quot;Baku&amp;quot;, to unlock it.&lt;br /&gt;
[[file:Mp-412-1.jpg|thumb|400px|none|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[file:BF4REX01.jpg|thumb|none|599px|MP-412 REX in game.]]&lt;br /&gt;
[[file:Bf4 hd MP-412 REX holding.jpg|thumb|none|600px|The player holds the MP-412 REX.]]&lt;br /&gt;
[[file:Bf4 hd MP-412 REX aim.jpg|thumb|none|600px|The player aims to MP-412 REX.]]&lt;br /&gt;
[[file:Bf4 hd MP-412 REX reloading 1.jpg|thumb|none|600px|The player reloads MP-412 REX. Note the correct depiction of the automatic ejection mechanism.]]&lt;br /&gt;
[[file:Bf4 hd MP-412 REX reloading 2.jpg|thumb|none|600px|The player reloads MP-412 REX.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443 Grach==&lt;br /&gt;
The [[Yarygin PYa#MP-443 Grach|MP-443 Grach]] returns from ''[[Battlefield 3]]'' and features one of the higher handgun magazine capacities at 17+1. It is unlocked in multiplayer by earning 13000 points with pistols. Curiously, the MP-443 is not seen holstered on Russian Army soldiers. Instead, they have holstered Chinese Norinco QSZ-92-5.8's.&lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|400px|MP-443 Grach - 9x19mm Parabellum]]&lt;br /&gt;
[[file:BF4MP44301.jpg|thumb|none|599px|MP-443 Grach in game.]]&lt;br /&gt;
[[file:BF4MP44302.jpg|thumb|none|599px|The player holds the MP-443 Grach.]]&lt;br /&gt;
[[file:BF4MP44303.jpg|thumb|none|599px|The player aims the MP-443 Grach.]]&lt;br /&gt;
[[file:Bf4 hd mp-443 reloading 1.jpg|thumb|none|599px|The player reloads the MP-443 Grach.]]&lt;br /&gt;
[[file:Bf4 hd mp-443 reloading 2.jpg|thumb|none|599px|The player reloads the MP-443 Grach.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QSZ-92-5.8==&lt;br /&gt;
The [[QSZ-92|Norinco QSZ-92-5.8]] appears in Battlefield 4. The weapon has flip-flopped between 15-round and 20-round magazine capacities, starting with 20 in the beta, 15 in the final release, then patched back to 20 later. In reality, both 15-round and 20-round magazines for the 5.8x21mm rounds are in existence. The QSZ-92 requires 8000 points earned with pistols to unlock. QSZ-92 is correctly holstered all Chinese Army soldiers. but It's also seen holstered in Kimble &amp;quot;Irish&amp;quot; Graves and even Russian Army soldiers holster.&lt;br /&gt;
[[file:11 qsz-92-5 Main.jpg|thumb|400px|none|Norinco QSZ-92-5.8 - 5.8x21mm DAP92]]&lt;br /&gt;
[[file:Bf4 hd QSZ-92-5.8 menu.jpg|thumb|none|600px|Norinco QSZ-92-5.8 in game.]]&lt;br /&gt;
[[file:Bf4 hd QSZ-92-5.8 holding.jpg|thumb|none|600px|The player holds the Norinco QSZ-92-5.8.]]&lt;br /&gt;
[[file:Bf4 hd QSZ-92-5.8 aim.jpg|thumb|none|600px|The player aims to Norinco QSZ-92-5.8.]]&lt;br /&gt;
[[file:Bf4 hd QSZ-92-5.8 reloading 1.jpg|thumb|none|600px|The player reloads Norinco QSZ-92-5.8.]]&lt;br /&gt;
[[file:Bf4 hd QSZ-92-5.8 reloading2.jpg|thumb|none|600px|The player reloads Norinco QSZ-92-5.8.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] is featured in multiplayer as the default sidearm for all classes and factions. The P226 was selected for use by the United States Naval Special Warfare Command, and remains in service today worldwide. The P226R added an accessory rail to the frame, though the &amp;quot;R&amp;quot; designation was later dropped. In the game it uses standard 15-round magazines and features a threaded barrel for suppressors. Interestingly, most handguns' &amp;quot;Compensator&amp;quot; attachment was modeled specifically for the P226.&lt;br /&gt;
[[file:P226R.jpg|thumb|400px|none|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Bf4 hd SIG-Sauer P226R menu.jpg|thumb|none|600px|SIG-Sauer P226R in game.]]&lt;br /&gt;
[[file:Bf4 hd SIG-Sauer P226R holding.jpg|thumb|none|600px|The player holds the P226R.]]&lt;br /&gt;
[[file:Bf4 hd SIG-Sauer P226R aim.jpg|thumb|none|600px|The player aims the P226R.]]&lt;br /&gt;
[[file:Bf4 hd SIG-Sauer P226R reloading 1.jpg|thumb|none|600px|The player reloads the P226R.]]&lt;br /&gt;
[[file:Bf4 hd SIG-Sauer P226R reloading 2.jpg|thumb|none|600px|The player reloads the P226R.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]], once again listed as the &amp;quot;.44 Magnum&amp;quot;, is available in multiplayer as the second to last sidearm unlocked. It can kill with just two shots in close range. It has a 3x scope available in addition to the standard selection of sights. It requires 51000 points earned with pistols to unlock.&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|400px|none|Taurus Model 44 - .44 Magnum]]&lt;br /&gt;
[[Image:BF4T44Menu.jpg|thumb|none|600px|The Taurus Model 44 in the multiplayer weapon customization menu.]]&lt;br /&gt;
[[Image:BF4T44Hold.jpg|thumb|none|600px|The Taurus Model 44 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4T44Reload.jpg|thumb|none|600px|The player reloads the Taurus Model 44.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Tactical Custom 1911==&lt;br /&gt;
A one-off custom variant of the [[M1911 pistol series|M1911]], made by Larry Vickers of Vickers Tactical specifically for [[Medal of Honor: Warfighter]], replaces the [[M1911 pistol series#M45 / MEU(SOC)|M45 MEU(SOC)]] from ''[[Battlefield 3]]''. Noticeably, the Vickers trademarks are removed, and it now uses a 7-round magazine compared to 8 from the last game. It is one of the later sidearms unlocked in multiplayer, requiring 34000 handgun points. It has a 3x scope available in addition to the standard selection of sights. The M45 MEU(SOC) or the new Colt M45A1 would have been a far more realistic choice as they are actually in service with the United States Marine Corps Special Operations Command.&lt;br /&gt;
&lt;br /&gt;
[[File:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|400px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]]&lt;br /&gt;
[[File:BF4191101.jpg|thumb|none|600px|Stock Vickers Tactical 1911 in the loadout menu.]]&lt;br /&gt;
[[File:BF4191102.jpg|thumb|none|600px|Vickers Tactical 1911 being held.]]&lt;br /&gt;
[[File:BF4191103.jpg|thumb|none|600px|Vickers Tactical 1911 iron sight. Note the slight misalignment of the sights.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Unlike the previous game, SMGs and any other weapons that appeared under the &amp;quot;PDW&amp;quot; category are now exclusive to the Engineer class.  Their once-exclusive carbines are now all-kit weapons. These weapons categorized as PDWs typically offer superior close-range effectiveness - ironic considering the large, vehicle-based maps where engineers excel. Most are chambered in a pistol caliber and come with excellent hip-fire and mobility in game. Attachments available include lights, lasers, barrel attachments, grips, and both iron and optical sights.  Also, all returning SMGs and PDWs from the previous game, where applicable, now come with their high-capacity magazines by default (eg. The MP7 default magazine is its extended 40-rounder, while the Magpul PDR's default magazine is the standard-capacity 30-round PMAG).&lt;br /&gt;
&lt;br /&gt;
==Beretta Mx4 Storm==&lt;br /&gt;
The Beretta Mx4 Storm, the select-fire military variant of the [[Beretta Cx4 Storm|Cx4]] is available in multiplayer. It is listed simply as the &amp;quot;Mx4&amp;quot;. It is the starting weapon of all three factions' Engineer classes.&lt;br /&gt;
[[file:Beretta Mx4 Storm.jpg|thumb|400px|none|Beretta Mx4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Bf4 hd Beretta Mx4 Storm menu.jpg|thumb|none|600px|Beretta Mx4 Storm in game. Note the lack of any muzzle device.]]&lt;br /&gt;
[[Image:BF4MX4Hold.jpg|thumb|none|600px|The Mx4 Storm in the hands of the player.]]&lt;br /&gt;
[[Image:BF4MX4Reload.jpg|thumb|none|600px|The player reloads the Mx4 Storm. Perhaps this operator needs to be retrained on trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 series#CZ Scorpion Evo 3 A1|CZ Scorpion Evo 3 A1]] appears as the &amp;quot;CZ-3A1&amp;quot;, and features the highest rate of fire among the PDWs (and matching the FAMAS). Interestingly, the default iron sights (correct as Evo factory sights) are used as the default iron sights for a number of other weapons in the game. It requires 37000 points earned with PDWs to unlock.&lt;br /&gt;
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|400px|none|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BF4CZ3Menu.jpg|thumb|600px|none|The CZ Scorpion Evo 3 A1 in the multiplayer weapon customization menu.]]&lt;br /&gt;
[[Image:BF4CZ3Hold.jpg|thumb|none|600px|The CZ Scorpion Evo 3 A1 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4CZ3Reload.jpg|thumb|none|600px|The player reloads the CZ Scorpion Evo 3 A1. Again, a lack of trigger discipline does not inspire confidence.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90#P90 TR|FN P90 TR]] is available in the campaign and unlockable in multiplayer by means of an assignment. Hanna uses this gun as her main weapon in the campaign, it is attached with a Trijicon red dot sight. Unfortunately, the magazine is modeled as opaque instead of the translucent factory magazines - most likely due to the extensive work needed to animate the depleting rounds.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[file:BF4P90Menu.jpg|thumb|none|601px|FN P90 TR in game. The heavy barrel modification installs a much longer barrel, making it resemble the U.S. civilian-legal PS90.]]&lt;br /&gt;
[[file:BF4P90Hold.jpg|thumb|none|601px|The player holds the &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd P90TR aim.jpg|thumb|none|601px|The player aims to &amp;quot;FN P90 TR&amp;quot;. These are the factory CZ Scorpion Evo 3 A1 sights.]]&lt;br /&gt;
[[file:BF4P90Reload.jpg|thumb|none|601px|The player reloads &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd P90TR reloading 2.jpg|thumb|none|601px|The player reloads &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|MP7A1]] is featured in the China Rising DLC. It is unlocked with the completion of the &amp;quot;Make a Dent&amp;quot; assignment. The MP7A1, as in [[Battlefield 3]], is one of the only weapons that retain both front and rear iron sights when attaching an optic. This time, it comes default with the extended 40-round magazine.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[Image:BF4MP701.jpg|thumb|none|600px|Stock MP7A1 in the loadout menu. Although not visible in this image, the HK logo is still present on the grip.]]&lt;br /&gt;
[[Image:BF4MP702.jpg|thumb|none|600px|MP7A1 being held.]]&lt;br /&gt;
[[Image:BF4MP703.jpg|thumb|none|600px|MP7A1 iron sight, with the flip up apertures not being utilized. Note the misalignment - in real life, the rounds would impact a little low.]]&lt;br /&gt;
[[Image:BF4MP7Reload.jpg|thumb|none|600px|Reloading the MP7A1. The player thumbs the slide release to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP45]] is an available PDW in the game. Unlike [[Battlefield 3]], the front sight assembly is removed when equipped with optics. In real life, this would not be possible without permanently altering the weapon. Unlike its 9mm brother, the UMP45 is present in the unlock tree for PDWs, and does not require the player to complete an assignment. The UMP-45 requires 11000 score with PDWs to acquire.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|400px|none|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:BF4UMP45Menu.jpg|thumb|600px|none|The UMP45 in the multiplayer weapon customization menu. The heavy barrel modification makes the barrel length significantly longer.]]&lt;br /&gt;
[[Image:BF4UMP45Hold.jpg|thumb|none|600px|The UMP45 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4UMP45Reload.jpg|thumb|none|600px|The player reloads the UMP45. On a reload from empty, the player now utilizes the bolt release on the receiver. Finger on the trigger seems to be a recurring theme with the engineer class...]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP9==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP9]] is an unlockable PDW in the game, through the &amp;quot;Engineer Expert&amp;quot; assignment. As with the UMP45, the front sight assembly is removed when equipped with optics, which would permanently alter the weapon.&lt;br /&gt;
[[Image:Hk ump9.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP9 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BF4UMP9Menu.jpg|thumb|none|600px|The UMP9 in the multiplayer weapon customization menu. The heavy barrel modification makes the barrel length significantly longer.]]&lt;br /&gt;
[[Image:BF4UMP9Hold.jpg|thumb|none|600px|The UMP9 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4UMP9Reload.jpg|thumb|none|600px|The player reloads the UMP9. On a reload from empty, the player now utilizes the bolt release on the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==Jian She Type-05==&lt;br /&gt;
The [[QCW-05#Jian She Type-05|Jian She Type-05]] appears in-game as the last PDW unlocked. Following the Spring 2015 update, the caliber chambering was updated from 5.8x21mm (50+1 rounds) to 9x19mm (30+1 rounds), ending the caliber confusion with the QCQ-05. It is the final unlocked weapon in the PDW set, requiring a PDW score of 48000.&lt;br /&gt;
[[Image:JS05.jpg|thumb|none|400px|Jian She Type-05 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BF4JS2Menu.jpg|thumb|none|600px|The Type-05 in the multiplayer weapon customization menu.]]&lt;br /&gt;
[[Image:BF4JS2Hold.jpg|thumb|none|600px|The Type-05 in the hands of the player. Note the 50-round capacity shown here is now a correct 30 rounds.]]&lt;br /&gt;
[[Image:BF4JS2Reload.jpg|thumb|none|600px|The magazine release is the small, round button just above and behind the magwell, in the recessed part of the receiver. However, it's modeled flush, as if always being pressed, making it look like a pin.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] is available in multiplayer. This time around, it has a 44-round magazine by default. It is an unlockable PDW requiring 4000 points earned with PDWs.&lt;br /&gt;
[[Image:Pp-2000 1.jpg|thumb|400px|none|PP-2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Bf4 hd PP-2000 menu.jpg|thumb|none|600px|PP-2000 in game. Light and laser attachments use a custom mount fitted underneath the foregrip.]]&lt;br /&gt;
[[Image:BF4PP2000Hold.jpg|thumb|none|600px|The PP-2000 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4PP2000Reload.jpg|thumb|none|600px|The player reloads the PP-2000.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics CBJ-MS==&lt;br /&gt;
The [[Saab Bofors Dynamics CBJ-MS]] appears in-game as an unlockable PDW. It has the highest muzzle velocity in its class, due to its unique 6.5x25mm round. The weapon model shows a 100-round drum magazine, but it actually only holds 50+1 rounds in-game, most likely for balancing purposes. It requires 19000 PDW points to unlock.&lt;br /&gt;
[[Image:CBJ-MS.jpg|thumb|none|400px|Saab Bofors Dynamics CBJ-MS - 6.5x25mm CBJ-MS]]&lt;br /&gt;
[[Image:BF4CBJMSMenu.jpg|thumb|none|600px|A CBJ-MS in the multiplayer weapon customization menu.]]&lt;br /&gt;
[[Image:BF4 CBJMS 01.jpg|thumb|none|600px|The CBJ-MS in the &amp;quot;Levolution&amp;quot; trailer, seen in the hands of an Engineer player as he traps an unlucky enemy player in a traincar with a hand grenade.]]&lt;br /&gt;
[[Image:BF4 CBJMS 02.jpg|thumb|none|600px|Having successfully dispatched his foe, the Engineer reloads his CBJ-MS. On empty, the player pulls the charging handle and then rides it forward by pushing it back in.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in the Dragon's Teeth DLC, and is chambered in .40 S&amp;amp;W and in the standard 6.5&amp;quot; barrel configuration. It features a magazine capacity of 30+1. Interestingly, the MPX is the most recently developed firearm in the game, released by SIG-Sauer in 2014, some time after the original game was released. It is unlocked via the &amp;quot;Not the Weakest Link&amp;quot; assignment.&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX - 9x19mm]]&lt;br /&gt;
[[File:BF4MPX01.jpg|thumb|none|600px|Stock SIG-Sauer MPX in the loadout menu. Note the modified SIG logo on the receiver and selector switch set to auto.]]&lt;br /&gt;
[[File:BF4MPX02.jpg|thumb|none|600px|SIG-Sauer MPX being held.]]&lt;br /&gt;
[[File:BF4MPX03.jpg|thumb|none|600px|SIG-Sauer MPX iron sight. These are the factory CZ Scorpion Evo 3 A1 sights common throughout the PDW class.]]&lt;br /&gt;
[[File:BF4MPXReload.jpg|thumb|none|600px|The player reloads the SIG-Sauer MPX. On empty, the player utilizes the bolt release on the receiver to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
== TsNIITochMash SR-2M Veresk ==&lt;br /&gt;
The [[VSS Vintorez#SR-2 Veresk|TsNIITochMash SR-2M Veresk]] appears as the &amp;quot;SR-2&amp;quot; in the Naval Strike DLC, requiring the completion of the &amp;quot;Packing a Punch&amp;quot; assignment to acquire it.&lt;br /&gt;
[[Image:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[Image:BF4SR201.jpg|thumb|none|600px|Stock &amp;quot;SR-2&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BF4SR202.jpg|thumb|none|600px|&amp;quot;SR-2&amp;quot; being held.]]&lt;br /&gt;
[[Image:BF4SR203.jpg|thumb|none|600px|&amp;quot;SR-2&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BF4SR2Reload.jpg|thumb|none|600px|&amp;quot;SR-2&amp;quot; reloading. When reloading from empty, one can visibly see the safety lever incorrectly in the safe (up) position.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns in Battlefield 4 are equipped in the primary weapon slot with the exception of the Serbu Super Shorty (a secondary), M26 MASS (a gadget), and the USAS-12 (a battle pickup). The game features pump-action, semi-automatic, and fully-automatic (USAS-12 only) shotguns fed from either a tube or detachable magazine. Unique to this weapon category, the player may choose from a variety of ammunition types - buckshot, flechette, slug, and explosive frag rounds. In addition to optics, lights, lasers, and grips, the player may equip muzzle devices such as chokes, brakes, and compensators. Shotguns may not be suppressed in the game. With the exception of the M26 MASS, all shotguns are available to any class.&lt;br /&gt;
&lt;br /&gt;
==Benelli M1==&lt;br /&gt;
A [[Benelli M Series Super 90 Shotguns|Benelli M1]] with a fixed stock and top rail incorrectly replaces the the proper [[Benelli M4|Benelli M4]] with a collapsible stock from BF3 as the &amp;quot;M1014&amp;quot;. It does average damage per shot when compared to the other shotguns, but this is balanced with a very high rate of fire and fast reload time. The Benelli M1 requires 11000 score with shotguns to unlock.&lt;br /&gt;
[[Image:Bena2.jpg|thumb|none|400px|Benelli M1 in similar configuration to the one seen in-game - 12 Gauge]]&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|400px|Actual M1014 for comparison - 12 Gauge]]&lt;br /&gt;
[[Image:BF4M101401.jpg‎|thumb|none|600px|Stock Benelli M1 in loadout menu. It appears identical to the one in Medal of Honor 2010's singleplayer.]]&lt;br /&gt;
[[Image:BF4M101402.jpg‎|thumb|none|600px|Benelli M1 being held.]]&lt;br /&gt;
[[Image:BF4M101403.jpg‎|thumb|none|600px|Benelli M1 iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray Street Sweeper==&lt;br /&gt;
The [[Armsel_Striker_and_variants#SWD.2FCobray_Street_Sweeper|SWD/Cobray Street Sweeper]], called &amp;quot;DAO-12&amp;quot; in the game, is an unlockable shotgun in the Second Strike DLC. The reloading animation differs (more realistically) from the Battlefield 3 DAO-12 in that the player will manually turn the key in front of the drum after inserting each shell.&lt;br /&gt;
[[Image:CobrayStreetSweeper.jpg|thumb|none|400px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 Gauge]]&lt;br /&gt;
[[Image:BF4DAO1201.jpg|thumb|none|600px|Stock &amp;quot;DAO-12&amp;quot; in the loadout menu. Lights and lasers are awkwardly attached directly to the underside of the barrel.]]&lt;br /&gt;
[[Image:BF4DAO1202.jpg|thumb|none|600px|&amp;quot;DAO-12&amp;quot; being held.]]&lt;br /&gt;
[[Image:BF4DAO1203.jpg|thumb|none|600px|&amp;quot;DAO-12&amp;quot; iron sight. Note that these were borrowed from the CZ Scorpion Evo 3.]]&lt;br /&gt;
[[Image:BF4DAO1205.jpg|thumb|none|600px|The player inserts a shell into the drum...]]&lt;br /&gt;
[[Image:BF4DAO1204.jpg|thumb|none|600px|... and then turns the key in front of the drum.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[USAS-12 Shotgun|Daewoo USAS-12]] appears in the game as a battle pickup and is the only fully automatic shotgun. It usually is configured with an EOTech sight and ergo grip, though a FLIR 2x sight with angled foregrip version is present on some maps. It will always be equipped with the &amp;quot;Laser Light Combo&amp;quot; (AN/PEQ-15) and frag rounds. In singleplayer, however, another variant loaded with slugs and equipped with the Prismatic 3.4x scope can be unlocked in the &amp;quot;South China Sea&amp;quot; level after scoring 10000 points. It holds 10+1 rounds from a box magazine, and appears to have the standard carrying handle permanently removed for a rail.&lt;br /&gt;
[[Image:USAS12.jpg|thumb|none|400px|Daewoo USAS-12 - 12 Gauge]]&lt;br /&gt;
[[Image:BF4USAS12Hold.jpg|thumb|none|600px|The USAS-12 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4C USAS-12.jpg|thumb|none|600px|The unique slug firing USAS-12 in the single-player campaign, unlocked from scoring 10,000 points in the South China Sea chapter.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;DBV-12&amp;quot;==&lt;br /&gt;
The DBV-12 (an [[AK-12]] modified to fire shotgun shells, like the the original AK's [[Saiga 12]]) is the last unlockable shotgun in multiplayer. Although supposed to represent the AK-12/76 shotgun variant, it does not have the deeper magwell of the real AK-12/76; it features that of a standard AK-12 instead. It requires 59000 points earned with shotguns and is the last weapon in the shotgun list.&lt;br /&gt;
[[File:AK-12 shotgun.jpg|thumb|none|400px|The AK-12/76 Shotgun variant - 12 Gauge]]&lt;br /&gt;
[[Image:BF4 DBV12 01.jpg|thumb|none|600px|The DBV-12 in the &amp;quot;Paracel Storm&amp;quot; trailer, fitted with an EOTech sight.]] &lt;br /&gt;
[[Image:BF4DBV12Hold.jpg|thumb|none|600px|The DBV-12 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4DBV12Reload.jpg|thumb|none|600px|The player reloads the DBV-12. On a reload from empty, the player uses the underhand charging technique with the left hand.]]&lt;br /&gt;
[[Image:BF4 DBV12 04.jpg|thumb|none|600px|Stock DBV-12 in the loadout menu. Note the selector switch correctly set to semi.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] has been seen in multiple public multiplayer events. It operates only in pump-action mode, just like in the ''Bad Company'' series and ''Battlefield 3''. In-game the weapon holds 9 (8+1) rounds and requires a score of 37000 with shotguns.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 - 12 Gauge]]&lt;br /&gt;
[[Image:BF4SPAS1201.jpg|thumb|none|600px|Stock SPAS-12 in the loadout menu. The iron sights are removed whenever an optic is attached, and lights and lasers are awkwardly attached directly on the bottom of the magazine tube.]]&lt;br /&gt;
[[Image:BF4SPAS1202.jpg|thumb|none|600px| SPAS-12 being held.]]&lt;br /&gt;
[[Image:BF4SPAS1203.jpg|thumb|none|600px|SPAS-12 iron sight.]]&lt;br /&gt;
[[Image:BF4C SPAS-12 no irons.jpg|thumb|none|600px|The SPAS-12 located inside a MV-22 Osprey in the USS ''Valkyrie'''s hangar lacks iron sights in the campaign, found in the South China Sea level.]]&lt;br /&gt;
[[Image:BF4C SPAS-12 ads.jpg|thumb|none|600px|The lack of sights didn't get in the way of Recker stopping the PLAN boarding party, however. The bug fixes itself once the player interacts with any weapon crates.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk 97-2==&lt;br /&gt;
The [[Hawk shotgun series#Hawk 97-2 (Hawk Pump Tactical)|Hawk 97-2 shotgun]] appears as the &amp;quot;Hawk 12G&amp;quot;. It is the most powerful of the pump action shotguns but with the largest spread and pellet count at 14 pellets. It requires a shotgun score of 19000. [[Image:Hawkpump.jpg|thumb|none|400px|Hawk Pump Tactical Shotgun - 12 Gauge]]&lt;br /&gt;
[[Image:BF4Hawk.jpg|thumb|none|600px|The Hawk 97-2 in the hands of the player in the E3 multiplayer trailer.]]&lt;br /&gt;
[[Image:BF4HAWKHold.jpg|thumb|none|600px|The Hawk 97-2 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4HAWKReload.jpg|thumb|none|600px|The player reloads the Hawk 97-2. During an empty reload, the magazine is swapped first before the spent shell is pumped out from the chamber.&lt;br /&gt;
]]&lt;br /&gt;
[[Image:BF4 Hawk 03.jpg|thumb|none|600px|Stock Hawk 97-2 in the loadout menu. Lights and lasers are awkwardly attached directly to the underside of the barrel.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The [[M26 Modular Accessory Shotgun System]] is once again an unlockable shotgun &amp;quot;gadget&amp;quot; exclusive to the Assault class. It can be used standalone or attached to certain assault rifles. As with the previous game, multiple ammunition types are available, obtained through the Assault Kits level progression. When equipped by itself it is outfitted with a Trijicon reflex sight. &lt;br /&gt;
[[Image:M26 MASS 5 round.jpg|thumb|400px|none|M26 Modular Accessory Shotgun System - 12 Gauge]]&lt;br /&gt;
[[Image:BF4MASSReload.jpg|thumb|none|600px|The M26 MASS can here be seen mounted on an HK416 that is being reloaded. The animation is glitched as the mag is out of the player's hand.]]&lt;br /&gt;
[[Image:BF4MASSFire.jpg|thumb|none|600px|The player fires the M26 MASS, mounted on an HK416.]]&lt;br /&gt;
[[Image:BF4 M26 MASS 03.jpg|thumb|none|600px|M26 MASS attached to a HK416 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4 M26 MASS 04.jpg|thumb|none|600px|M26 MASS held stand-alone.]]&lt;br /&gt;
&lt;br /&gt;
==QBS-09==&lt;br /&gt;
The [[QBS-09]] is the default shotgun available once shotguns are unlocked through progression of the Support class. It is the most powerful semi-automatic shotgun in the game at present, offsetting its rather low 5+1 round capacity. It requires 16000 score with the Support kit to unlock.&lt;br /&gt;
[[Image:Qbs-09.jpg|thumb|400px|none|QBS-09 - 18.4mm(12 Gauge)]]&lt;br /&gt;
[[file:Bf4 hd QBS-09 menu.jpg|thumb|none|600px|QBS-09 in game. The front sight assembly is removed when an optic is attached.]]&lt;br /&gt;
[[Image:BF4 QBS 09 02.jpg|thumb|600px|none|QBS-09 being held.]]&lt;br /&gt;
[[Image:BF4 QBS 09 03.jpg|thumb|600px|none|QBS-09 iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington Model 870|Remington 870 MCS]] returns and now holds 7+1 rounds, indicating an 18&amp;quot; barrel and +3 magazine tube extension. It is an unlockable weapon requiring 4000 shotgun score. It is the most balanced of the Pump Action shotguns with no significant faults.&lt;br /&gt;
[[Image:Remington 870MCS.jpg|thumb|400px|none|Remington 870 MCS - 12 Gauge]]&lt;br /&gt;
[[Image:BF4 870 MCS 01.jpg|thumb|600px|none|Stock Remington 870 MCS in the loadout menu. Strangely, lights and lasers are affixed to the bottom of the barrel/magazine tube clamp, instead of the real MCS's side rail.]]&lt;br /&gt;
[[Image:BF4 870 MCS 02.jpg|thumb|600px|none|Remington 870 MCS being held.]]&lt;br /&gt;
[[Image:BF4 870 MCS 03.jpg|thumb|600px|none|Stock Remington 870 MCS rifle sights mounted on the barrel. Most standard Remington 870s come with only a bead sight at the end of the barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
Recker uses a [[Izhmash Saiga series shotgun#Saiga 12|Saiga-12K]] in the &amp;quot;Angry Sea&amp;quot; trailer. It fires in semi-automatic mode and uses an 8-round detachable box magazine. The Saiga requires a score of 28000 points earned with shotguns to unlock.&lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 Gauge]]&lt;br /&gt;
[[Image:BF4S1202.jpg|thumb|600px|none|Stock Saiga-12K in the loadout menu.]]&lt;br /&gt;
[[Image:BF4SAIGAHold.jpg|thumb|600px|none|The player holds a Saiga-12K.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
A [[Remington 870]]-based [[Serbu Super Shorty]] appears in ''BF4''. It has an intergrated accessory rail, and can mount a Trijicon RMR or Leupold DeltaPoint sight in addition to a ghost ring iron sight setup borrowed from the handguns. It cannot be aimed unless equipped with a sight accessory, and can only use buckshot rounds. It has a correct 2+1 capacity. It is called the &amp;quot;Shorty 12G&amp;quot; in-game, and is available in multiplayer as a secondary. Although unlocked with 18000 pistol score, it contributes points towards the other shotguns rather than the rest of the handguns.&lt;br /&gt;
[[file:Super Shorty (870).jpg|thumb|400px|none|Serbu Super Shorty (Remington 870) - 12 Gauge]]&lt;br /&gt;
[[file:Bf4 hd Serbu Super Shorty menu.jpg|thumb|none|600px|Serbu Super Shorty in game.]]&lt;br /&gt;
[[file:Bf4 hd Serbu Super Shorty holding.jpg|thumb|none|600px|The player holds the &amp;quot;Serbu Super Shorty&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd Serbu Super Shorty reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Serbu Super Shorty&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd Serbu Super Shorty reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Serbu Super Shorty&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==UTAS UTS-15==&lt;br /&gt;
The [[UTAS UTS-15]] appears in multiplayer. It is the weakest in terms of the primary pump action shotguns but has the highest capacity and the most range and tightest spread by default. It requires 48000 shotgun score to unlock.&lt;br /&gt;
[[Image:UTAS UTS-15.jpg|thumb|none|400px|UTAS UTS-15 - 12 Gauge]]&lt;br /&gt;
[[Image:BF4 UTS15 01.jpg|thumb|none|600px|The UTS-15 in the &amp;quot;Levolution&amp;quot; trailer, with a night vision optic and canted ironsights.]]&lt;br /&gt;
[[Image:BF4UTS15Menu.jpg|thumb|none|600px|The UTS-15 in the multiplayer weapon customization menu.]]&lt;br /&gt;
[[Image:BF4UTS15Hold.jpg|thumb|none|600px|The UTS-15 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4UTS15ReloadLeft.jpg|thumb|none|600px|The player reloads the left magazine tube ...]]&lt;br /&gt;
[[Image:BF4UTS15ReloadRight.jpg|thumb|none|600px|... and then the right one, apparently opening and closing the dust cover every time.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
This category generally spans the in-game weapon classes of assault rifles, designated marksmen rifles, and carbines. Assault rifles are exclusive to the Assault class, while carbines and DMRs are an all-kit weapon. DMRs feature higher damage and range but are semi-auto only, limiting their close-range effectiveness. The entire selection of attachments and close to medium-range optics are available to equip, and some assault rifles can directly mount an M320 or an M26 MASS.&lt;br /&gt;
&lt;br /&gt;
==5.56A-91==&lt;br /&gt;
The [[5.56A-91]] returns in multiplayer as a carbine. It once again has the incorrect designation of &amp;quot;A-91&amp;quot;, but this time around, it seems to also be incorrectly chambered in 5.45x39mm, possibly indicating a fictional future variant. It requires 28000 carbine score to unlock.&lt;br /&gt;
[[Image:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4A9101.jpg|thumb|none|600px|Stock A-91 with Hexagon Naval paint in the loadout menu. The integral 40mm grenade launcher is removed.]]&lt;br /&gt;
[[Image:BF4A9102.jpg|thumb|none|600px|A-91 being held.]]&lt;br /&gt;
[[Image:BF4A9103.jpg|thumb|none|600px|A-91 iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==AEK-971==&lt;br /&gt;
When Recker is falling through the building, an [[AEK rifle series#AEK-971|AEK-971]] is seen on the ground. In multiplayer, it features a high rate of fire but is harder to control than most other rifles. It requires a score of 28000 points earned with assault rifles to unlock.&lt;br /&gt;
[[file:Aek971 545.jpg|thumb|none|400px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[file:Bf4 hd AEK-971 menu.jpg|thumb|none|600px|AEK-971 in game.]]&lt;br /&gt;
[[file:Bf4 hd AEK-971 holding.jpg|thumb|none|600px|The player holds the AEK-971.]]&lt;br /&gt;
[[file:Bf4 hd AEK-971 aim.jpg|thumb|none|600px|The player aims the AEK-971.]]&lt;br /&gt;
[[file:Bf4 hd AEK-971 reloading 1.jpg|thumb|none|600px|The player reloads the AEK-971.]]&lt;br /&gt;
[[file:Bf4 hd AEK-971 reloading 2.jpg|thumb|none|600px|The player reloads the AEK-971.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12==&lt;br /&gt;
The [[AK-12|AK-12]] is available in the game as the starting assault rifle for all factions. It appears to replace the AK-74M from ''Battlefield 3''. The AK-12 has a similar ability to the AN-94 from previous Battlefield games - selecting burst fire will allow the weapon to fire a two-round burst at 750 RPM instead of its default 650 RPM. &lt;br /&gt;
[[file:Ak-12.jpg|thumb|none|400px|AK-12 - 5.45x39mm]]&lt;br /&gt;
[[file:Bf4 hd AK12 menu.jpg|thumb|none|600px|AK-12 in game.]]&lt;br /&gt;
[[file:Bf4 hd AK12 holding.jpg|thumb|none|600px|The player holds the AK-12.]]&lt;br /&gt;
[[file:Bf4 hd AK12 aim.jpg|thumb|none|600px|The player aims the AK-12.]]&lt;br /&gt;
[[file:Bf4 hd AK12 reloading 1.jpg|thumb|none|600px|The player reloads AK-12.]]&lt;br /&gt;
[[file:Bf4 hd AK12 reloading 2.jpg|thumb|none|600px|The player reloads AK-12. Despite the ambidextrous charging handle, the player uses the underhand reload technique to charge it from the right side.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12U==&lt;br /&gt;
The AK-12U, a carbine version of the [[AK-12]] with a shortened gas system and barrel also appears in the game, and has stats similar to the Ak 5C, but with a slightly slower rate of fire. It is referred to as &amp;quot;AKU-12&amp;quot; in-game, and requires 19000 carbine score to unlock.&lt;br /&gt;
[[File:AK-12U.jpg|thumb|none|400px|AK-12U - 5.45x39mm]]&lt;br /&gt;
[[File:Bf4 hd ak-12u menu.jpg|thumb|none|600px|AK-12U in game.]]&lt;br /&gt;
[[Image:BF4AKU12Hold.jpg|thumb|none|600px|The AK-12U in the hands of the player.]]&lt;br /&gt;
[[Image:BF4AKU12Reload.jpg|thumb|none|600px|The player reloads the AK-12U. Despite the ambidextrous charging handle, the player uses the underhand reload technique to charge it from the right side.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] debuts in the Spring 2015 Patch. The burst fire is set to 1000 rounds per minutes and when it's on fully automatic mode, the first 2 shots does not fire at burst speed, unlike in the previous game. &lt;br /&gt;
[[file:An94-1.jpg|thumb|none|400px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[file:BF4AN94Loadout.jpg|thumb|none|600px|AN-94 in the load-out menu.]]&lt;br /&gt;
[[file:BF4AN94Hold.jpg|thumb|none|600px|The player holds the AN-94.]]&lt;br /&gt;
[[file:BF4AN94Iron.jpg|thumb|none|600px|The player aims the AN-94.]]&lt;br /&gt;
[[file:BF4AN94rReload.jpg|thumb|none|600px|The player reloads the AN-94.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears as a PDW in the Second Assault DLC and is accessible only to Engineers. It is integrally suppressed, so no other barrel attachments are available. It is unlocked via the &amp;quot;Co-pilot&amp;quot; assignment, and is also the only returning PDW to not use its high-capacity magazine, instead making do with its standard-capcity 20-round mag. It is erroneously depicted with an optional three-round burst mode, a feature that the real AS Val does not have.&lt;br /&gt;
[[Image:As val1.jpg|thumb|none|400px|AS Val - 9x39mm]]&lt;br /&gt;
[[Image:BF4ASVAL01.jpg|thumb|none|600px|Stock AS Val in the loadout menu. When attaching lights, lasers, or grips, a custom mount clamped to the barrel is used.]]&lt;br /&gt;
[[Image:BF4ASVAL02.jpg|thumb|none|600px|AS Val being held.]]&lt;br /&gt;
[[Image:BF4ASVAL03.jpg|thumb|none|600px|AS Val iron sight. Note the green tritium dots that glow in dark environments.]]&lt;br /&gt;
[[Image:BF4ASVALReload.jpg|thumb|none|600px|Reloading the AS Val. The player uses the new magazine to engage the mag release lever, which drops the old magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta ARX-160==&lt;br /&gt;
The [[Beretta ARX-160]] appears in the Naval Strike DLC as the &amp;quot;AR-160&amp;quot; assault rifle, holding 30+1 rounds.'''The glitched weapon model is much smaller in size compared to other weapons, though not noticeable in first person (if no attachments are equipped) due to scaling.''' It requires the completion of the &amp;quot;Spare Time Sniper&amp;quot; assignment.&lt;br /&gt;
[[image:BerettaARX160.jpg|thumb|none|400px|Beretta ARX-160 - 5.56x45mm]]&lt;br /&gt;
[[Image:BF4NSARX.jpg|thumb|none|600px|The Assault on the back of the hovercraft fires an ARX-160 fitted with an ACOG and Magpul AFG, note how the soldier is gripping the magazine instead of the actual grip.]]&lt;br /&gt;
[[image:BF4AR16002.jpg|thumb|none|600px|Stock ARX-160.]]&lt;br /&gt;
[[image:BF4AR16003.jpg|thumb|none|600px|ARX-160 being held.]]&lt;br /&gt;
[[image:BF4AR16004.jpg|thumb|none|600px|ARX-160 iron sight.]]&lt;br /&gt;
[[image:BF4ARX160Reload.jpg|thumb|none|600px|Reloading the ARX-160. On a reload from empty, the player ignores the more efficient bolt release in the trigger guard and simply pulls on the charging handle.]]&lt;br /&gt;
[[image:BF4AR16005.jpg|thumb|none|600px|A teensy weensy wifle... and a CZ 805 BREN for scale.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5C==&lt;br /&gt;
The [[FN FNC#Bofors Ak 5 / AK 5C / AK5D|Bofors Ak 5C]] is seen during the &amp;quot;Angry Sea&amp;quot; singleplayer gameplay reveal, and during the Siege of Shanghai multiplayer footage. It is the default starting carbine for all factions, once unlocked through progression of the Engineer class. The Ak 5C is regarded as an excellent all-around carbine with a good rate of fire, controllability, and accuracy. It requires a score of 15000 Engineer points to unlock.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|400px|Ak 5C - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd AK-5C menu.jpg|thumb|none|600px|Bofors Ak 5C in game.]]&lt;br /&gt;
[[file:Bf4 hd AK-5C holding.jpg|thumb|none|600px|The player holds the Ak 5C.]]&lt;br /&gt;
[[file:Bf4 hd AK-5C aim.jpg|thumb|none|600px|The player aims the Ak 5C.]]&lt;br /&gt;
[[file:Bf4 hd AK-5C reloading 1.jpg|thumb|none|600px|The player reloads the Ak 5C.]]&lt;br /&gt;
[[file:Bf4 hd AK-5C reloading 2.jpg|thumb|none|600px|The player reloads the Ak 5C. On an empty reload, the player depresses the bolt release on the side of the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster/Remington ACR==&lt;br /&gt;
The [[Bushmaster ACR#Bushmaster ACR|Bushmaster ACR]] with the 14.5&amp;quot; barrel returns from ''Battlefield 3'' as the &amp;quot;ACW-R&amp;quot; carbine, but this time it's chambered in 5.56x45mm NATO with a full 30 rounds. It appears to have an upper receiver group reminiscent of the government-only Remington ACR with a civilian Bushmaster lower fitted with a fixed stock. The ACR is the first carbine unlocked after the Ak 5C, requiring 4000 carbine score. &lt;br /&gt;
[[file:Bushmasteracrentry.jpg|thumb|none|400px|Bushmaster ACR (civilian legal) - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd ACR menu.jpg|thumb|none|600px|The ACR in game. Note the Remington-style railed forend and AAC Blackout flash hider.]]&lt;br /&gt;
[[file:Bf4 hd ACR holding.jpg|thumb|none|600px|The player holds the ACR.]]&lt;br /&gt;
[[file:Bf4 hd ACR aim.jpg|thumb|none|600px|The player aims the ACR.]]&lt;br /&gt;
[[file:Bf4 hd ACR reloading 1.jpg|thumb|none|600px|The player reloads the Bushmaster ACR.]]&lt;br /&gt;
[[File:Bf4 hd ACR reloading 2.jpg|thumb|none|600px|The player reloads the Bushmaster ACR. On a reload from empty, the player character uses the right side of the bolt release with his trigger finger, unlike Battlefield 3.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4 MWS==&lt;br /&gt;
The [[M16 rifle series#M16A4 Rifle|Colt M16A4 MWS]] returns with less wear but without its full-auto M16A3 counterpart. In initial gameplay footage, Recker is seen using an M16A4 in the campaign level &amp;quot;Baku&amp;quot;; in the final game, Recker's starting rifle is the [[FN SCAR#FN SCAR-H|FN SCAR-H]]. You unlock the M16A4 with 59,000 assault rifle points in multiplayer.&lt;br /&gt;
[[file:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|400px|none|Colt M16A4 MWS (Modular Weapon System) with KAC M5 railed handguards, AN/PEQ-2 IR designator, KAC RIS foregrip, and Trijicon TA01 4x32 ACOG scope - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd Colt M16A4 menu.jpg|thumb|none|600px|Colt M16A4 MWS in game. Note the selector switch set to semi and the Hogue pistol grip.]]&lt;br /&gt;
[[file:Bf4 hd Colt M16A4 holding.jpg|thumb|none|600px|The player holds the M16A4.]]&lt;br /&gt;
[[file:Bf4 hd Colt M16A4 aim.jpg|thumb|none|600px|The player aims the M16A4. The sight is set to the small-aperture ring but incorrectly has a large-aperture opening.]]&lt;br /&gt;
[[file:Bf4 hd Colt M16A4 reloading 1.jpg|thumb|none|600px|The player reloads the M16A4.]]&lt;br /&gt;
[[file:Bf4 hd Colt M16A4 reloading 2.jpg|thumb|none|600px|The player reloads the M16A4.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4 Carbine==&lt;br /&gt;
Pac uses an [[M16_rifle_series#M4.2FM4A1_Carbine|M4A1]] in initial gameplay footage, firing in full auto. In the final game, however, only the M4 is available, firing in semi-automatic and 3-round bursts with no automatic option. It features some modifications such as a Hogue pistol grip and a VLTOR retractable stock. You unlock the M4 via 59,000 carbine points.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|Colt M4A1 Carbine with M68 optic and Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]]&lt;br /&gt;
[[Image:BF4Pac01.jpg|thumb|600px|none|Pac firing off the M4A1.]]&lt;br /&gt;
[[Image:BF4M401.jpg|thumb|600px|none|Stock M4 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4M402.jpg|thumb|600px|none|M4 being held.]]&lt;br /&gt;
[[Image:BF4M403.jpg|thumb|600px|none|M4 iron sight. Like the M16A4, the sight is set to the small-aperture ring but incorrectly has a large-aperture opening.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A1==&lt;br /&gt;
The [[CZ 805 BREN|CZ 805 BREN A1]] appears in the standard A1-length configuration. It holds 30+1 rounds and is the last assault rifle to be unlocked, requiring 71000 assault rifle score.&lt;br /&gt;
[[file:CZ805bren-a1.jpg|thumb|400px|none|CZ 805 BREN A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd Bren 805 menu.jpg|thumb|none|600px|CZ 805 BREN A1 in game, note the HK steel magazine, indicating that a STANAG magazine housing was installed.]]&lt;br /&gt;
[[file:Bf4 hd Bren 805 holding.jpg|thumb|none|600px|The player holds the CZ 805 BREN A1.]]&lt;br /&gt;
[[file:Bf4 hd Bren 805 aim.jpg|thumb|none|600px|The player aims the CZ 805 BREN A1.]]&lt;br /&gt;
[[file:Bf4 hd Bren 805 reloading 1.jpg|thumb|none|600px|The player reloads the CZ 805 BREN A1.]]&lt;br /&gt;
[[file:Bf4 hd Bren 805 reloading 2.jpg|thumb|none|600px|The player reloads the CZ 805 BREN A1.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[Enfield L85 rifle series|L85A2]] is included in the China Rising DLC pack. This version features updates like a Daniel Defense RIS and holds 30+1 rounds. It requires the completion of the &amp;quot;Open Fire&amp;quot; assignment to unlock.&lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|400px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[Image:BF4L8501.jpg|thumb|none|600px|The L85A2 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4L8502.jpg|thumb|none|600px|L85A2 being held.]]&lt;br /&gt;
[[Image:BF4L8503.jpg|thumb|none|600px|L85A2 iron sight.]]&lt;br /&gt;
[[Image:BF4L85A2Reload.jpg|thumb|none|600px|Reloading the L85A2. On an empty reload, the player reaches over to charge the weapon, then taps the charging handle to make sure it's fully seated.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Surbaissé==&lt;br /&gt;
The [[FAMAS#FAMAS FELIN|FAMAS Surbaissé]] is an available assault rifle in the game, requiring 37,000 Assault Rifle score to unlock. It features the highest rate of fire (1000 RPM) for any rifle, but is balanced by its 25-round straight magazine and high recoil. The factory integral bipod can be equipped, though its practical usefulness is questionable.&lt;br /&gt;
[[Image:Famas-felin.jpg|thumb|none|400px|FAMAS Surbaissé with infrared scope - 5.56x45mm]]&lt;br /&gt;
[[file:Bf4 hd famas menu.jpg|thumb|none|600px|FAMAS Surbaissé in game.]]&lt;br /&gt;
[[file:Bf4 hd famas holding.jpg|thumb|none|600px|The player holds the FAMAS Surbaissé.]]&lt;br /&gt;
[[file:Bf4 hd famas aim.jpg|thumb|none|600px|The player aims to FAMAS Surbaissé.]]&lt;br /&gt;
[[file:Bf4 hd famas reloading 1.jpg|thumb|none|600px|The player reloads the FAMAS Surbaissé.]]&lt;br /&gt;
[[file:Bf4 hd famas reloading 2.jpg|thumb|none|600px|The player reloads the FAMAS Surbaissé.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000]] is an unlockable gun from the Second Assault DLC. This time around you can equip the factory 1.6x optic shroud on the rails as an alternative to the backup iron sights after unlocking the weapon via the &amp;quot;Express Train&amp;quot; assignment&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|400px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4F200001.jpg|thumb|none|600px|Stock F2000 with 1.6x magnification sight in the loadout menu.]]&lt;br /&gt;
[[Image:BF4F200002.jpg|thumb|none|600px|F2000 with 1.6x magnification sight being held.]]&lt;br /&gt;
[[Image:BF4F200003.jpg|thumb|none|600px|F2000 zoomed in on the 1.6x magnification sight.]]&lt;br /&gt;
[[Image:BF4F200004.jpg|thumb|none|600px|F2000 with backup iron sights being held.]]&lt;br /&gt;
[[Image:BF4F200005.jpg|thumb|none|600px|F2000 backup iron sights.]]&lt;br /&gt;
[[Image:BF4F2000Reload.jpg|thumb|none|600px|Reloading the F2000. The player uses the &amp;quot;HK-slap&amp;quot; technique for a reload from empty.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H]] appears as two versions - an assault rifle version and a longer-barreled designated marksman rifle version, called the &amp;quot;SCAR-H SV&amp;quot; in-game. In United States Special Operations Command it is type designated as the MK17 MOD0. The model has been updated from [[Battlefield 3]], brought in from Medal of Honor: Warfighter, and is a more accurate representation of the current generation SCAR-H. The version for the Assault kit is unlocked with 4000 assault rifle points while the DMR version requires 82000 DMR points.&lt;br /&gt;
[[file:FN SCAR-H STD.jpg|thumb|none|400px|FN SCAR-H (16&amp;quot; barrel) - 7.62x51mm NATO]]&lt;br /&gt;
[[file:SCAR-H Long Barrel.jpg|thumb|none|400px|FN SCAR-H (20&amp;quot; barrel) - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Bf4 hd scar-h menu.jpg|thumb|none|600px|Stock SCAR-H assault rifle in the loadout menu. Note the selector switch set to auto.]]&lt;br /&gt;
[[file:Bf4 hd scar-h holding.jpg|thumb|none|600px|The player holds the SCAR-H.]]&lt;br /&gt;
[[file:Bf4 hd scar-h aim.jpg|thumb|none|600px|The player aims the FN SCAR-H.]]&lt;br /&gt;
[[file:Bf4 hd scar-h reloading 1.jpg|thumb|none|600px|The player reloads FN SCAR-H.]]&lt;br /&gt;
[[file:Bf4 hd scar-h reloading 2.jpg|thumb|none|600px|The player reloads FN SCAR-H. Note the charging handle locked back, in its correct position just an inch forward of the complete rearward position.]]&lt;br /&gt;
[[file:BF4SCARHSV01.jpg|thumb|none|600px|Stock &amp;quot;SCAR-H SV&amp;quot; DMR in the loadout menu. The front sight is clipping through the rail extension, which is a Daniel Defense RIS II (compatible only with AR-15s) somehow mounted backwards, to include the mounting plate! However, attaching any optic removes the front sight, at least alleviating the clipping issue. Also note the selector switch set to semi.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36#Heckler &amp;amp; Koch G36C|Heckler &amp;amp; Koch G36C]] is an ultra-compact carbine variant of the [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36]]. It features a low rate of fire but good accuracy and controllability. It holds 30+1 rounds and requires a carbine score of 48000 to unlock.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4 G36C 01.jpg|thumb|none|600px|The G36C in the hands of the player. Note the absence of the front sight due to having an EOTech sight equipped.]]&lt;br /&gt;
[[Image:BF4G36C02.jpg|thumb|none|600px|Stock G36C in the loadout menu. Note the selector switch set to safe.]]&lt;br /&gt;
[[Image:BF4G36C03.jpg|thumb|none|600px|G36C being held.]]&lt;br /&gt;
[[Image:BF4G36C04.jpg|thumb|none|600px|G36C iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK rifle series#Heckler &amp;amp; Koch HK416|Heckler &amp;amp; Koch HK416]] returns from [[Battlefield 3]] and now has a longer 14.5&amp;quot; barrel and current-gen HK buttstock and grip. The new model, brought over from [[Medal of Honor: Warfighter]], is a far more accurate representation of current HK416 iterations. It is still called the &amp;quot;M416&amp;quot;, presumably to avoid trademark issues. It requires an assault rifle score of 11000 to unlock.&lt;br /&gt;
[[file:HK416 current.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:BF4HK416Menu.jpg|thumb|none|599px|Heckler &amp;amp; Koch HK416 in game. If viewed from the right side, the ejection port cover is incorrectly suspended in a half-open position.]]&lt;br /&gt;
[[file:BF4HK416Hold.jpg|thumb|none|599px|The player holds the HK416.]]&lt;br /&gt;
[[file:Bf4 hd HK416 aim.jpg|thumb|none|599px|The player aims the Heckler &amp;amp; Koch HK416. Note the HK-style drum sights, no longer used on current HK416s.]]&lt;br /&gt;
[[file:Bf4 hd HK416 reloading 1.jpg|thumb|none|599px|The player reloads the Heckler &amp;amp; Koch HK416.]]&lt;br /&gt;
[[file:BF4HK416Reload.jpg|thumb|none|599px|The player reloads the Heckler &amp;amp; Koch HK416. Note the selector switch set to auto.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE 21==&lt;br /&gt;
The [[Galil#Galil_ACE|IMI Galil ACE 21]] appears as the &amp;quot;ACE 21 CQB&amp;quot; and is classified as a carbine. It is the shorter-barreled variant of the ACE 23, and also holds 35+1 rounds. It requires a carbine score of 71000 to unlock.&lt;br /&gt;
[[Image:Galil ACE 21.jpg|thumb|none|400px|IMI Galil ACE 21 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4 ACE21 01.jpg|thumb|none|600px|The ACE 21 as seen in the &amp;quot;Paracel Storm&amp;quot; trailer.]]&lt;br /&gt;
[[Image:BF4ACE21Hold.jpg|thumb|none|600px|The ACE 21 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4ACE21Reload.jpg|thumb|none|600px|The player reloads the ACE 21. Unfortunately, a STANAG AR-15 magazine is used as evidenced by the magazine catch cutout. Galil ACE magazines are secured via the top of the magazine spine by rocking it in, like the Kalashnikov series of rifles.]]&lt;br /&gt;
[[Image:BF4ACE2104.jpg|thumb|none|600px|Stock ACE 21 CQB in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE 23==&lt;br /&gt;
The [[Galil#Galil_ACE|IMI Galil ACE 23]] appears as an assault rifle. It has a capacity of 35+1 rounds and is unlocked by completing the &amp;quot;Assault Expert&amp;quot; assignment.&lt;br /&gt;
[[file:IMI Galil ACE 23.jpg|thumb|none|400px|IMI Galil ACE 23 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd IMI Galil ACE 23 menu.jpg|thumb|none|600px|IMI Galil ACE 23 in game. Unfortunately, a STANAG AR-15 magazine is used as evidenced by the magazine catch cutout. Galil ACE magazines are secured via the top of the magazine spine by rocking it in, like the Kalashnikov series of rifles.]]&lt;br /&gt;
[[file:Bf4 hd IMI Galil ACE 23 holding.jpg|thumb|none|600px|The player holds the Galil ACE 23.]]&lt;br /&gt;
[[file:Bf4 hd IMI Galil ACE 23 aim.jpg|thumb|none|600px|The player aims the Galil ACE 23.]]&lt;br /&gt;
[[file:Bf4 hd IMI Galil ACE 23 reloading 1.jpg|thumb|none|600px|The player reloads the Galil ACE 23.]]&lt;br /&gt;
[[file:Bf4 hd IMI Galil ACE 23 reloading 2.jpg|thumb|none|600px|The player reloads the Galil ACE 23.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE 52==&lt;br /&gt;
The [[Galil#Galil_ACE|IMI Galil Ace 52]] appears as the &amp;quot;ACE 52 CQB&amp;quot; and is classified as a carbine. It is the most powerful of the carbines on a per shot basis, due to its 7.62x51mm NATO rounds but with the smallest capacity at 25+1. It requires a carbine score of 37000 to unlock.&lt;br /&gt;
[[Image:IMI Galil ACE 52.jpg|thumb|none|400px|IMI Galil ACE 52 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4ACE52Hold.jpg|thumb|none|600px|The ACE 52 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4ACE52Reload.jpg|thumb|none|600px|The player reloads the ACE 52.]]&lt;br /&gt;
[[Image:BF4ACE5203.jpg|thumb|none|600px|Stock &amp;quot;ACE 52 CQB&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE 53==&lt;br /&gt;
The [[Galil#Galil_ACE|IMI Galil Ace 53]] appears as the &amp;quot;ACE 53 SV&amp;quot; and is classified as a designated marksman rifle, firing in semi-auto only. Of the DMRs, it features the highest magazine capacity of 25+1. It requires a DMR score of 65000.&lt;br /&gt;
[[Image:Galil ACE 53.jpg|thumb|none|400px|IMI Galil ACE 53 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4ACE5301.jpg|thumb|none|600px|Stock &amp;quot;ACE 53 SV&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BF4ACE5302.jpg|thumb|none|600px|&amp;quot;ACE 53 SV&amp;quot; being held.]]&lt;br /&gt;
[[Image:BF4ACE5303.jpg|thumb|none|600px|&amp;quot;ACE 53 SV&amp;quot; iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95/MTAR-21==&lt;br /&gt;
The IWI [[Tavor TAR-21 rifle series|X95]] is a weapon that is included in the China Rising DLC and classified as a carbine. It is also known as the MTAR-21, and is referred to as such in the game. This variant fires 5.56x45mm NATO rounds and comes with the non-flattop standard configuration with a 13-inch barrel. It is the latest evolution of the Tavor series of rifles. It has a capacity of 30+1 rounds and requires the completion of the &amp;quot;Multi Talent&amp;quot; assignment to unlock.&lt;br /&gt;
&lt;br /&gt;
[[Image:IWI X95 5.45x39.jpg|thumb|none|400px|IWI X95R with 13-inch barrel and tan body - 5.45x39mm]]&lt;br /&gt;
[[Image:BF4MTAR01.jpg|thumb|none|600px|Stock X95 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4MTAR02.jpg|thumb|none|600px|X95 being held.]]&lt;br /&gt;
[[Image:BF4MTAR03.jpg|thumb|none|600px|X95 iron sight.]]&lt;br /&gt;
[[Image:BF4MTARReload.jpg|thumb|none|600px|Reloading the X95 from empty. A nice animation touch shows the handle sliding back a little with nothing to hold it in place, until the bolt is released, locking it back in the forward position - often mistakenly reported as a bug.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec RFB Target==&lt;br /&gt;
The 32&amp;quot; barreled Target variant of the [[Kel-Tec RFB]] is available as a DMR in multiplayer. A Daniel Defense RIS II, compatible only with the AR-15 platform, is erroneously mounted in front of the handguard. It is the first unlockable DMR in the game, being available once reaching 13000 points with the Recon kit.&lt;br /&gt;
[[Image:RFB-32.jpg|thumb|none|400px|Kel-Tec RFB Target - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Bf4 hd Kel-Tec RFB Target menu.jpg|thumb|none|600px|Kel-Tec RFB Target in game.]]&lt;br /&gt;
[[Image:BF4RFB02.jpg|thumb|none|600px|The RFB being held.]]&lt;br /&gt;
[[Image:BF4RFB03.jpg|thumb|none|600px|The RFB iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==M59/66 SKS==&lt;br /&gt;
The Yugoslavian M59/66 variant of the [[SKS rifle]] returns from ''Battlefield 3'' as a designated marksman rifle. The spigot-type grenade launcher muzzle differentiates the M59/66 from other SKS variants. The integral bayonet has been removed and has also been modified to accept detachable box magazines, holding 20 rounds in game. The original wood furniture is replaced with a modern synthetic one with a retractable AR-15 stock system. It requires a DMR score of 11000.&lt;br /&gt;
[[Image:Sks tapco stock.jpg|thumb|none|400px|Yugoslavian M59/66 SKS with Tapco furniture - 7.62x39mm]]&lt;br /&gt;
[[Image:BF4SKS01.jpg|thumb|none|600px|Stock SKS in the loadout menu. Evident here is the grenade launcher muzzle device (a function not utilized in the game).]]&lt;br /&gt;
[[Image:BF4SKS02.jpg|thumb|none|600px|SKS being held.]]&lt;br /&gt;
[[Image:BF4SKS03.jpg|thumb|none|600px|SKS iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul_PDR#Magpul_PDR-C|Magpul PDR-C]] returns from ''Battlefield 3'', this time as an Engineer-only PDW. The Magpul PDR series was only intended as a design study and never made it past the development stage. Perhaps the game assumes its production in the near future. Unlike most PDW style weapons, it is chambered in the NATO standard 5.56x45mm round with forward ejection, and a utilizes a 12&amp;quot; barrel. It requires a score of 28000 with PDWs to unlock.&lt;br /&gt;
[[Image:MagpulpdrC.jpg|thumb|none|400px|Magpul PDR-C concept with optics removed and 20-round polymer magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4PDWR01.jpg|thumb|none|600px|The PDR-C in the multiplayer weapons customization menu. The 30-round polymer magazine is reminiscent of the Magpul EMAG.]]&lt;br /&gt;
[[Image:BF4PDRHold.jpg|thumb|none|600px|The PDR-C in the hands of the player.]]&lt;br /&gt;
[[Image:BF4PDRReload1.jpg|thumb|none|600px|The player reloads the PDR-C.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-95-1/QBB-95 Hybrid==&lt;br /&gt;
The so called &amp;quot;QBZ-95-1&amp;quot; in Battlefield 4 is actually an [[Norinco QB rifle series#Norinco QBB-95|Norinco QBB-95]] using 30-round magazines, lacking the new foregrip design and featuring the fire-selector on the stock, not above the grip like a real QBZ-95-1. It is unlocked by completing the &amp;quot;To Valhalla&amp;quot; campaign assignment. There is also a short-barreled version of this hybrid called the &amp;quot;Type 95B-1&amp;quot;, and is the last carbine unlocked, requiring 83000 carbine score.&lt;br /&gt;
[[File:QBB95.jpg|thumb|none|400px|Norinco QBB-95 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|400px|A real Norinco QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[file:Bf4 hd QBZ-95-1 menu.jpg|thumb|none|600px|QBZ-95-1/QBB-95 hybrid in game.]]&lt;br /&gt;
[[file:Bf4 hd QBZ-95-1 holding.jpg|thumb|none|600px|The player holds the QBZ-95-1/QBB-95 hybrid.]]&lt;br /&gt;
[[file:Bf4 hd QBZ-95-1 aim.jpg|thumb|none|600px|The player aims the QBZ-95-1/QBB-95 hybrid.]]&lt;br /&gt;
[[file:Bf4 hd QBZ-95-1 reloading 1.jpg|thumb|none|600px|The player reloads the QBZ-95-1/QBB-95 hybrid.]]&lt;br /&gt;
[[file:Bf4 hd QBZ-95-1 reloading 2.jpg|thumb|none|600px|The player reloads the QBZ-95-1/QBB-95 hybrid.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
The [[OTs-14 Groza]] in included in the Spring 2015 Patch as a PDW called Groza-4 for the Engineer. It has a suppressor permanently attached. the 7.62x39 version of the gun is listed as a carbine name Groza-1.&lt;br /&gt;
[[file:OTs-14-4A-03.jpg|thumb|400px|none|OTs-14-4A-03 Groza - 9x39mm]]&lt;br /&gt;
[[file:BF4GROZA4Loadout.jpg|thumb|none|601px|Groza-4 in the load-out menu.]]&lt;br /&gt;
[[file:BF4GROZA4Hold.jpg|thumb|none|601px|The player holds the Groza-4.]]&lt;br /&gt;
[[file:BF4GROZA4Iron.jpg|thumb|none|601px|The player aims the Groza-4.]]&lt;br /&gt;
[[file:BF4GROZA4Reload.jpg|thumb|none|601px|The player reloads Groza-4.]]&lt;br /&gt;
[[file:BF4GROZA1Loadout.jpg|thumb|none|601px|Groza-1 in the load-out menu.]]&lt;br /&gt;
[[file:BF4GROZA1Hold.jpg|thumb|none|601px|The player holds the Groza-4.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 550|SIG SG 553]] returns from [[Battlefield 3]] as an unlockable carbine. It requires a carbine score of 11000.&lt;br /&gt;
[[Image:SIG SG 553-2.jpg|thumb|none|400px|SIG SG 553 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd SIG SG 553 menu.jpg|thumb|none|600px|SIG SG 553 in game. Note the strange upwards cant of the stock.]]&lt;br /&gt;
[[Image:BF4SG55302.jpg|thumb|none|600px|SG 553 being held.]]&lt;br /&gt;
[[Image:BF4SG55303.jpg|thumb|none|600px|SG 553 iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==SRSS BullDog 762==&lt;br /&gt;
The [[M14_Rifle#SRSS_BullDog_762|SRSS BullDog 762]] appears as the &amp;quot;Bulldog&amp;quot; in the Dragon's Teeth DLC, complimenting the SCAR-H as the only 7.62x51mm NATO assault rifles in the game. It is unlocked via the &amp;quot;Lions and Tigers and Bea...&amp;quot; assignment.&lt;br /&gt;
[[Image:Bulldog762.jpg|thumb|none|400px|SRSS BullDog 762 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4Bulldog01.jpg|thumb|none|600px|Stock SRSS BullDog 762 in the customization menu.]]&lt;br /&gt;
[[Image:BF4Bulldog02.jpg|thumb|none|600px|Player holding the Bulldog.]]&lt;br /&gt;
[[Image:BF4Bulldog03.jpg|thumb|none|600px|Bulldog's iron sight.]]&lt;br /&gt;
[[Image:BF4Bulldog04.jpg|thumb|none|600px|Reloading is done by flicking away the old magazine with a fresh one.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG#Steyr AUG A3|Steyr AUG A3]] returns again as an assault rifle, holding 30+1 rounds. Unlike in [[Battlefield 3]], it cannot mount the M26 MASS but can still mount the M320. It requires 48000 score earned with assault rifles.&lt;br /&gt;
[[file:6.Steyr AUG A3.jpg|thumb|none|400px|Steyr AUG A3 18-inch barrel with Surefire M900 weaponlight foregrip and EOTech red dot sight - 5.56x45mm.]]&lt;br /&gt;
[[file:Bf4 hd aug-a3 menu.jpg|thumb|none|600px|Steyr AUG A3 in game. Note the lack of any muzzle device on the barrel.]]&lt;br /&gt;
[[file:Bf4 hd auga3holding.jpg|thumb|none|600px|The player holds the AUG A3.]]&lt;br /&gt;
[[file:Bf4 hd aug-a3 aim.jpg|thumb|none|600px|The player aims the AUG A3. This appears to be a reversed A2-style rear sight.]]&lt;br /&gt;
[[file:Bf4 hd aug-a3 reloading 1.jpg|thumb|none|600px|The player reloads the AUG A3.]]&lt;br /&gt;
[[file:Bf4 hd aug-a3 reloading 2.jpg|thumb|none|600px|The player reloads the AUG A3. On a reload from empty, the player depresses the bolt release instead of using the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==STK SAR 21==&lt;br /&gt;
The [[SAR 21|STK SAR 21]] is an unlockable assault rifle. It features a low but highly controllable rate of fire, and good accuracy. It has a capacity of 30+1 rounds. Note that the variant used in game is the SAR 21 MMS (Modular Mounting System). It requires 19000 score with assault rifles.&lt;br /&gt;
[[file:SAR-21 MMS rifle.jpg|thumb|none|400px|STK SAR 21 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:BF4SAR21Menu.jpg|thumb|none|599px|STK SAR 21 in game.]]&lt;br /&gt;
[[file:BF4SAR21Hold.jpg|thumb|none|599px|The player holds the SAR 21.]]&lt;br /&gt;
[[file:Bf4 hd CIS SAR 21 aim.jpg|thumb|none|600px|The player aims the SAR 21.]]&lt;br /&gt;
[[file:BF4SAR21Reload.jpg|thumb|none|599px|The player reloads the SAR 21.]]&lt;br /&gt;
[[file:Bf4 hd CIS SAR 21 reloading 2.jpg|thumb|none|600px|The player reloads SAR 21.]]&lt;br /&gt;
&lt;br /&gt;
==SVK-12==&lt;br /&gt;
The SVK-12 appears as a designated marksman rifle version of the AK-12. It features the lowest capacity of all DMRs with 15+1 rounds, but has the fastest velocity, making shots easier to land at long range. In-game it is referred to as the &amp;quot;SVD-12&amp;quot; and is listed to use 7.62×54mmR cartridges, a caliber not available to any AK-12 variant, but correct for the [[SVD Dragunov]]. It requires a DMR score of 19000 to unlock.&lt;br /&gt;
[[Image:Ak-12 7.62x51mm.jpg|thumb|none|400px|AK-12 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4SVD12Hold.jpg|thumb|none|600px|The SVD-12 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4SVD12Reload.jpg|thumb|none|600px|The player reloads the SVD-12. Note the selector switch correctly set to semi.]]&lt;br /&gt;
[[Image:BF4SVD01.jpg|thumb|none|600px|Stock SVD-12.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
This category lists the light and medium / general-purpose machine guns available for the player to equip. All are limited only to the support class. Open bolt operation is correctly portrayed (with the exception of the Ultimax Mark 5) in the reload animations and the ammunition belt visibly depletes when approaching empty. Unlike ''[[Medal of Honor: Warfighter]]'', there is no overheating gameplay mechanic and the player may continuously fire as long as ammunition remains. Players may outfit all close and medium-range optics with the exception of canted iron sights. For the most part, when optics are equipped, the front sight assembly is removed. Compared to assault rifles and carbines, machine guns deal greater suppression to enemies and have lower first round recoil multipliers.&lt;br /&gt;
&lt;br /&gt;
==AAI LSAT Light Machine Gun==&lt;br /&gt;
The [[LSAT|AAI LSAT Light Machine Gun]] (Lightweight Small Arms Technologies) returns from ''[[Battlefield 3]]''. It is currently in the developmental stages to demonstrate the latest in lightweight LMG design. This is mainly achieved via two new types of ammunition - a cased telescoped 5.56mm round (as shown in the ''Battlefield'' series) and a caseless 5.56mm variant. Interestingly, a round counter developed with the LSAT does not make an appearance in game. It requires 11000 LMG score to unlock.&lt;br /&gt;
[[Image:LSAT.jpg|thumb|none|400px|AAI LSAT Light Machine Gun with sights removed - 5.56x45mm Caseless]]&lt;br /&gt;
[[file:Bf4 hd AAI LSAT menu.jpg|thumb|none|600px|AAI LSAT Light Machine Gun in game.]]&lt;br /&gt;
[[Image:BF4LSATHold.jpg|thumb|none|600px|The LSAT LMG in the hands of the player. Note the polymer cased telescoped rounds.]]&lt;br /&gt;
[[Image:BF4LSATReload.jpg|thumb|none|600px|The player reloads the LSAT LMG.]]&lt;br /&gt;
&lt;br /&gt;
== Ares-16 MCR ==&lt;br /&gt;
The [[Ares-16 MCR]] appears as the &amp;quot;AWS&amp;quot; and is a weapon introduced in Naval Strike DLC. It is fitted with a 100-round C-Mag giving it a 100+1 capacity, providing more ammo than the Norinco QBB-95-1 as a magazine-fed light machine gun (and a much higher rate of fire too). It is unlocked via the &amp;quot;Swiss Cheese&amp;quot; assignment.&lt;br /&gt;
[[Image:ARES-16-MCR.jpg|thumb|none|400px|Ares Defense Ares-16 MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4AWR01.jpg|thumb|none|600px|The &amp;quot;AWS&amp;quot; in the loadout menu. Note the selector switch set to safe and the Magpul CTR stock.]]&lt;br /&gt;
[[Image:BF4AWR02.jpg|thumb|none|600px|&amp;quot;AWS&amp;quot; being held.]]&lt;br /&gt;
[[Image:BF4AWR03.jpg|thumb|none|600px|&amp;quot;AWS&amp;quot; iron sight. The windage adjustment knob on the right side should have serrated edges, and note the absence of threading on the bolt that the rear aperture is attached to.]]&lt;br /&gt;
[[Image:BF4AWSReload.jpg|thumb|none|600px|Reloading the &amp;quot;AWS&amp;quot;. With the C-Mag removed, the lack of detail on the lower receiver is evident - the front push-pin, magazine catch bar, and front trigger pin are all missing.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG4]] is the standard light machine gun for the German Bundeswehr (military), gas operated, belt-fed, and fires the 5.56x45mm NATO round. It appears as the standard full length version and is the last LMG to be unlocked in multiplayer, with a required LMG score of 48000.&lt;br /&gt;
[[Image:H&amp;amp;KMG4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MG4 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4MG4Menu.jpg|thumb|none|600px|The MG4 in the multiplayer weapons customization menu.]]&lt;br /&gt;
[[Image:BF4 HKMG4 04.jpg|thumb|none|600px|The MG4 being fired at an enemy.]]&lt;br /&gt;
[[Image:BF4 HKMG4 01.jpg|thumb|none|600px|The player fires an MG4 fitted with an EOTech 552 holographic sight in the &amp;quot;Paracel Storm&amp;quot; trailer.]]&lt;br /&gt;
[[Image:BF4 HKMG4 02.jpg|thumb|none|600px|The player holds an MG4 fitted with a night vision optic in the &amp;quot;Levolution&amp;quot; trailer.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[FN MAG#M240 Machine Gun|M240B]] returns from ''[[Battlefield 3]]''. It is the standard medium machine gun of the United States Army, chambered in 7.62x51mm NATO and a derivative of the [[FN MAG]], one of the most widely fielded machine guns in the world. It requires 37000 LMG score. In the Dragon's Teeth DLC, a M240 variant is mounted on the &amp;quot;RAWR&amp;quot;, Battlefield 4's version of the MAARS robot.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|400px|FN M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4M240Menu.jpg|thumb|none|600px|The M240B in the multiplayer weapons customization menu.]]&lt;br /&gt;
[[Image:BF4M240Hold.jpg|thumb|none|600px|The M240B in the hands of the player. Note the &amp;quot;Bravo Team&amp;quot; labeling on the box magazine.]]&lt;br /&gt;
[[Image:BF4M240Reload.jpg|thumb|none|600px|The player reloads the M240B.]]&lt;br /&gt;
[[Image:BF4M24005.jpg|thumb|none|600px|The &amp;quot;RAWR&amp;quot; mounting a M240 variant.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW PIP==&lt;br /&gt;
The FN M249 SAW returns from ''[[Battlefield 3]]''. A derivative of the [[FN Minimi]], it is the standard light machine gun of the various branches of the United States military. This variant features the Product Improvement Package (PIP) which includes an updated retractable stock, railed handguard assembly, and a short barrel. Interestingly, the United States Marine Corps, as shown in this game, currently fields the [[Heckler &amp;amp; Koch HK rifle series#Heckler &amp;amp; Koch M27 IAR|M27 Infantry Automatic Rifle]] (previously in [[Battlefield 3]]) as a partial replacement for the M249. The game incorrectly depicts the 100-round soft bag magazine as holding 200 rounds. It is not unlocked through multiplayer, requring completion of the &amp;quot;Final Duty&amp;quot; campaign achievement.&lt;br /&gt;
[[file:M249_Para_ACOG.jpg|thumb|none|400px|FN M249 SAW PIP (Product Improvement Package) with retractable stock, railed foregrip, and short barrel - 5.56x45mm]]&lt;br /&gt;
[[file:Bf4 hd FN M249 SAW menu.jpg|thumb|none|600px|FN M249 SAW PIP in game.]]&lt;br /&gt;
[[Image:BF4M249Hold.jpg|thumb|none|600px|The M249 SAW PIP in the hands of the player.]]&lt;br /&gt;
[[Image:BF4M249Reload.jpg|thumb|none|600px|The player reloads the M249 SAW.]]&lt;br /&gt;
&lt;br /&gt;
==L86A2==&lt;br /&gt;
The [[L86A2]] returns from BF3 in the Spring 2015 Patch.&lt;br /&gt;
[[Image:Image-SA80-L86A2.jpg|thumb|none|400px|L86A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4L86A2Loadout.jpg|thumb|none|600px|The L86A2 in the multiplayer weapons customization menu.]]&lt;br /&gt;
[[Image:BF4L86A2Hold.jpg|thumb|none|600px|The L86A2 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4L86A2Reload.jpg|thumb|none|600px|The player reloads the L86A2.]]&lt;br /&gt;
[[Image:BF4L86A2Iron.jpg|thumb|none|600px|The player aims the L86A2.]]&lt;br /&gt;
&lt;br /&gt;
==M60E4/MK43 MOD1==&lt;br /&gt;
The [[M60E4]] is a medium machine gun released with the Second Assault DLC. It is an updated version of the M60, previously the standard general purpose machine gun of the United States armed forces - type classified as the MK43 MOD1. It requires the completion of the &amp;quot;Dust Devil&amp;quot; assignment to unlock.&lt;br /&gt;
[[Image:M60E4-mk43.jpg|thumb|none|400px|M60E4/MK43 MOD1 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4M6001.jpg|thumb|none|600px|Stock M60E4 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4M6002.jpg|thumb|none|600px|The M60E4 being held.]]&lt;br /&gt;
[[Image:BF4M6003.jpg|thumb|none|600px|The M60E4 iron sight. Note the ridiculous misalignment.]]&lt;br /&gt;
[[Image:BF4M60Reload.jpg|thumb|none|600px|Reloading the M60E4.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBB-95==&lt;br /&gt;
The [[Norinco QB rifle series#Norinco QBB-95|Norinco QBB-95]] returns from ''[[Battlefield 3]]'' as the &amp;quot;QBB-95-1&amp;quot;. It is the light machine gun variant of the Chinese Type 95 family of weapons and is fielded by the People's Liberation Army. It fires the Chinese 5.8x42mm round from either a 30-round box magazine or a 75-round drum magazine. It has the second-highest capacity of all magazine-fed weapons in the game. It is unlocked by acquiring 15,000 points with LMGs.&lt;br /&gt;
[[Image:QBB95.jpg|thumb|none|400px|Norinco QBB-95 - 5.8x42mm DBP87]]&lt;br /&gt;
[[file:Bf4 hd Norinco QBB-95 menu.jpg|thumb|none|600px|Norinco QBB-95 in game.]]&lt;br /&gt;
[[Image:BF4QBB95Hold.jpg|thumb|none|600px|The QBB-95 in the hands of the player. Following the Spring 2015 patch, the 80+1 capacity has been reduced to a correct 75+1.]]&lt;br /&gt;
[[Image:BF4QBB95Reload.jpg|thumb|none|600px|The player reloads the QBB-95. Unlike its other Type 95 counterparts in the game, the bolt does not lock back on the last round. Whether this is due to the drum magazine or an oversight by the animators remains unknown.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QJY-88==&lt;br /&gt;
The [[Norinco QJY-88]] returns from ''[[Battlefield 3]]''. It is a gas operated, belt-fed light machine gun currently in service with the Chinese People's Liberation Army. It fires the Chinese 5.8x42mm round. The QJY-88 is also known as (and referred to in-game as) the Type 88 LMG - not to be confused with the Type 88 sniper rifle ([[Norinco QB rifle series#Norinco QBU-88|Norinco QBU-88]]) that is also in the game. It is the first unlockable LMG, requiring a 4000 score with LMGs.&lt;br /&gt;
[[Image:Type88gpmg2.jpg|thumb|none|400px|Norinco QJY-88 - 5.8x42mm DBP87]]&lt;br /&gt;
[[file:Bf4 hd Norinco QJY-88 menu.jpg|thumb|none|600px|Norinco QJY-88 in game.]]&lt;br /&gt;
[[Image:BF4T88Hold.jpg|thumb|none|600px|The QJY-88 in the hands of the player.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PK Machine Gun#PKP Pecheneg Machine Gun|PKP Pecheneg]] is a gas-operated, belt-fed general purpose machine gun in limited service with the Russian Armed Forces and fires the 7.62x54mmR round. Like the earlier PK series of machine guns, it feeds from the right and ejects to the left, which is correctly portrayed in the game. It requires 19000 LMG score.&lt;br /&gt;
[[Image:Pecheneg.jpg|thumb|none|400px|PKP Pecheneg - 7.62x54mmR]]&lt;br /&gt;
[[file:Bf4 hd PKP Pecheneg menu.jpg|thumb|none|600px|PKP Pecheneg in game.]]&lt;br /&gt;
[[Image:BF4PechenegHold.jpg|thumb|none|600px|The PKP Pecheneg in the hands of the player.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK light machine gun|&amp;quot;RPK-74M&amp;quot;]] returns from ''[[Battlefield 3]]'' as part of the ''China Rising'' DLC. In actuality, the weapon model is the standard RPK, based on its wood furniture and magazine curvature. Following the Spring 2015 patch, the caliber has been changed to the correct 7.62x39mm and magazine reduced to an accurate 40 rounds. The RPK and RPK-74/74M are light machine gun variants of the AKM and AK-74/74M, respectively - all in use within the Russian Armed Forces and widely exported. As of the Summer 2015 patch, it has been properly renamed to simply RPK&lt;br /&gt;
&lt;br /&gt;
[[Image:rpk74m.jpg|thumb|none|400px|RPK-74M with 45-round box magazine and bipod folded - 5.45x39mm]]&lt;br /&gt;
[[Image:RPK_lmg.jpg|thumb|none|400px|RPK with 40-round box magazine and bipod deployed - 7.62x39mm M43]]&lt;br /&gt;
[[Image:BF4RPK01.jpg|thumb|none|600px|Stock RPK in the loadout menu. The cleaning rod port / guide that is found about halfway down the barrel is not modelled.]]&lt;br /&gt;
[[Image:BF4RPK02.jpg|thumb|none|600px|RPK being held.]]&lt;br /&gt;
[[Image:BF4RPK03.jpg|thumb|none|600px|RPK iron sight.]]&lt;br /&gt;
[[Image:BF4RPKReload.jpg|thumb|none|600px|Reloading the RPK. The player reaches underneath the weapon operate the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==RPK-12==&lt;br /&gt;
The RPK-12 is the light machine gun variant of the [[AK-12]], although currently, the real RPK-12 variant is only chambered in 7.62x39mm. The near-future setting of the game could indicate this as a future development. The game model appears to differ only in the barrel length and magazine. In-game it fires the same 5.45x39mm round and uses a 60-round quad-stack magazine that was developed for the AK-12. It is unlocked by completing the &amp;quot;Support Expert&amp;quot; assignment.&lt;br /&gt;
[[Image:RPK-12.jpg|thumb|none|400px|RPK-12 - 7.62x39mm]]&lt;br /&gt;
[[Image:BF4 RPK12 01.jpg|thumb|none|600px|A support class player holding an RPK-12 with a red paint finish spins around in time to shoot an enemy player approaching with a knife in the &amp;quot;Levolution&amp;quot; trailer.]]&lt;br /&gt;
[[Image:BF4RPK12Menu.jpg|thumb|none|600px|The RPK-12 in the multiplayer weapon customization menu. The longer barrel and the thicker profile of the 60-round magazine are evident in this screenshot.]]&lt;br /&gt;
[[Image:BF4RPK12Hold.jpg|thumb|none|600px|The RPK-12 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4RPK12Reload.jpg|thumb|none|600px|The player reloads the RPK-12. Despite an ambidextrous charging handle, the player uses the underhand technique to chamber a round from the right side.]]&lt;br /&gt;
&lt;br /&gt;
==STK Ultimax 100 Mark 5==&lt;br /&gt;
The [[Ultimax 100#Ultimax 100 Mark 5|STK Ultimax 100 Mark 5]] appears as the starting weapon for the Support class. In game, it is incorrectly depicted as a closed bolt weapon that can chamber a +1 round on top of its 30-round magazine. Actually, the Mark 5 fires from the open bolt, uncommon for modern magazine-fed weapons (the in-game model, when viewed from the right side, even shows the bolt locked back). The Mark 5 was submitted to compete in the USMC Infantry Automatic Rifle competition, although it was not selected. &lt;br /&gt;
[[file:Ultimax MK5.jpg‎|thumb|none|400px|STK Ultimax 100 Mk 5 with Grippod foregrip / bipod - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd STK Ultimax 100 Mark 5 menu.jpg|thumb|none|600px|Ultimax 100 Mark 5 in game. The backup rear sight is a KAC 300m flip-up iron sight.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
This category spans all of ''Battlefield 4'''s bolt action sniper rifles, and some precision-oriented semi-automatic rifles. Sniper rifles include all bolt-actions smaller than .50 caliber and the semi-auto FD338, and are exclusive to the Recon class only. These weapons have the entire selection of short to long-range optics available to equip, and some unique modifications such as laser range finders and straight-pull bolts. Designated marksmen rifles are available to all classes and fire in semi-auto. They cannot equip long-range optics. Additionally, the Barrett M107 and the AMR-2 are the two sniper rifle battle pickups in the game, both .50 caliber.&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]], in British military service as the L115A3, is an unlockable weapon in the ''China Rising'' DLC. Following the Spring 2015 patch, it fires the powerful .338 Lapua round from a 5-round magazine, giving it a 5+1 round capacity. It was improperly named as the &amp;quot;L96A1&amp;quot;, which is the 7.62x51mm NATO variant and the standard sniper rifle of the British Army, though as of the Summer 2015 patch the name has been changed to L115&lt;br /&gt;
&lt;br /&gt;
[[File:AI L115A3.jpg|thumb|none|400px|Accuracy International AWM-F - .338 Lapua]]&lt;br /&gt;
[[File:BF4 L96 01.jpg|thumb|none|600px|The &amp;quot;L96A1&amp;quot; in the loadout menu. Note the hinges that allow the stock to fold for easier transport.]]&lt;br /&gt;
[[File:BF4L9602.jpg|thumb|none|600px|&amp;quot;L96A1&amp;quot; being held.]]&lt;br /&gt;
[[File:BF4L96A1Reload.jpg|thumb|none|600px|Reloading the &amp;quot;L96A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==China South Industries Group AMR-2==&lt;br /&gt;
The [[AMR-2]] appears as a battle pickup in the game on select multiplayer maps. It is a bolt-action, 12.7x108mm Chinese sniper rifle that holds 5+1 rounds. It is called the &amp;quot;AMR-2&amp;quot;, &amp;quot;AMR-2 MID&amp;quot;, or &amp;quot;AMR-2 CQB&amp;quot;, depending on its optic configuration. A fictional laser range finder is always mounted (an AN/PEQ-11 with the rear end altered into a display).&lt;br /&gt;
[[Image:Amr-2 2.jpg|thumb|none|400px|AMR-2 - 12.7x108mm]]&lt;br /&gt;
[[Image:BF4AMR201.jpg|thumb|none|600px|AMR-2 being held.]]&lt;br /&gt;
[[Image:BF4AMR202.jpg|thumb|none|600px|Left side of AMR-2.]]&lt;br /&gt;
[[Image:BF4AMR203.jpg|thumb|none|600px|AMR-2 as a battle pickup.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M82 rifle series#Barrett M107|Barrett M107]] in-game is incorrectly dubbed as the &amp;quot;[[Barrett M82 rifle series#M82A3|M82A3]]&amp;quot;, despite it not having a raised top rail and lacking a rear grip and monopod socket. It is a semi-auto .50 BMG sniper rifle battle pickup in the game, called the &amp;quot;M82A3&amp;quot;, &amp;quot;M82A3 MID&amp;quot;, or &amp;quot;M82A3 CQB&amp;quot;, depending on its configuration. It holds a 10+1 round capacity, and comes with one extra magazine. The fictional laser range finder is always mounted (an AN/PEQ-11 with the rear end altered into a display).&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|400px|Barrett M107 - .50 BMG.]]&lt;br /&gt;
[[Image:BF4 M107 01.jpg|thumb|none|600px|The M107 in the &amp;quot;Paracel Storm&amp;quot; trailer. Note the &amp;quot;US Army&amp;quot; markings on the receiver - in the final build this is changed to &amp;quot;USMC&amp;quot; to match the American forces depicted in game.]]&lt;br /&gt;
[[Image:BF4M8202.jpg|thumb|none|600px|The M107 as a battle pickup.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett Model 98 Bravo==&lt;br /&gt;
The [[Barrett Model 98 Bravo#Barrett M98B|Barrett Model 98 Bravo]] returns from ''[[Battlefield 3]]'', once again called the &amp;quot;M98B&amp;quot;. This time around it correctly holds 10 rounds in the magazine, but unfortunately suffers from the &amp;quot;fat rail segment&amp;quot; ailment that afflicts many weapons that were ported over. It features the fastest bullet velocity of all the sniper rifles in the game. It requires a sniper rifle score of 34000 to unlock.&lt;br /&gt;
[[Image:0129481.jpg|thumb|none|400px|Barrett Model 98 Bravo - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BF4M98BHold.jpg|thumb|none|600px|The Barrett M98B in the hands of the player.]]&lt;br /&gt;
[[Image:BF4M9801.jpg|thumb|none|600px|Stock Barrett M98B with bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M-200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M-200 Intervention]] is an unlockable bolt-action sniper rifle and is called the &amp;quot;SRR-61&amp;quot; in the game, named for the Jordanian 61st Special Reconnaissance Regiment, or SRR-61, who use the rifle. It holds 7+1 rounds and is the last sniper rifle unlocked, requiring 42000 sniper rifle points.&lt;br /&gt;
[[Image:M200.jpg|thumb|none|400px|Cheyenne Tactical M-200 Intervention - .408 CheyTac]]&lt;br /&gt;
[[Image:BF4SRRHold.jpg|thumb|none|600px|The M-200 Intervention in the hands of the player.]]&lt;br /&gt;
[[Image:BF4SRRReload.jpg|thumb|none|600px|The player reloads the M-200 Intervention.]]&lt;br /&gt;
[[Image:BF4 M200 CheyTac 03.jpg|thumb|none|600px|An American Recon player holds an M-200 Intervention in the &amp;quot;This is ''Battlefield 4'' Multiplayer&amp;quot; trailer.]]&lt;br /&gt;
[[Image:BF4SRR02.jpg|thumb|none|600px|Stock &amp;quot;SRR-61&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Arms Stealth Recon Scout==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout]] is called the &amp;quot;338 Recon&amp;quot; in-game and is the only bullpup configuration sniper rifle. It has a capacity of 5+1 rounds and requires a sniper rifle score of 27000 to unlock.&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|400px|Desert Tactical Arms Stealth Recon Scout - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BF4388Hold.jpg|thumb|none|600px|The Stealth Recon Scout in the hands of the player.]]&lt;br /&gt;
[[Image:BF4388Reload.jpg|thumb|none|600px|The player reloads the Stealth Recon Scout.]]&lt;br /&gt;
[[Image:BF433802.jpg|thumb|none|600px|Stock Stealth Recon Scout with bipod.]]&lt;br /&gt;
&lt;br /&gt;
==F&amp;amp;D Defense FD338==&lt;br /&gt;
The [[F&amp;amp;D Defense FD338]], available in the Naval Strike DLC, is currently the only semi-automatic weapon in the sniper rifle category. It is called the &amp;quot;SR338&amp;quot; in the game, and has a capacity of 10+1 rounds. Despite firing .338 Lapua rounds, its damage model is significantly lower than its bolt-action .338 counterparts in order to balance its semi-auto advantage, to the point that it was the only sniper rifle incapable of killing in a single shot regardless of distance or hit location (It was so low that even a point-blank headshot couldn't kill a full-health enemy).  The weapon has since been patched in an October 2014 update to allow it to kill with a single headshot out to a fairly short distance.&lt;br /&gt;
[[file:F&amp;amp;D Defense FD338.jpg|thumb|none|400px|F&amp;amp;D Defense FD338 - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BF4SR33801.jpg|thumb|none|600px|Stock F&amp;amp;D Defense FD338 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4SR33802.jpg|thumb|none|600px|The &amp;quot;SR338&amp;quot; being held.]]&lt;br /&gt;
[[Image:BF4SR338Reload.jpg|thumb|none|600px|Reloading the &amp;quot;SR338&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==GOL Sniper Rifle==&lt;br /&gt;
The [[GOL sniper rifle|GOL Sniper Rifle]], called the &amp;quot;GOL Sniper Magnum&amp;quot; makes a return from ''[[Battlefield: Bad Company 2]]'' with the ''Second Assault'' DLC. It features a high rate of fire for bolt-actions and has a 5+1 round capacity.&lt;br /&gt;
[[Image:GOL Sniper Magnum.jpg|thumb|none|400px|GOL-Sniper - .338 Lapua]]&lt;br /&gt;
[[Image:BF4GOL01.jpg|thumb|none|600px|Stock GOL in the loadout menu.]]&lt;br /&gt;
[[Image:BF4GOL02.jpg|thumb|none|600px|The GOL being held.]]&lt;br /&gt;
[[Image:BF4GOLReload.jpg|thumb|none|600px|Reloading the GOL.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SV-98==&lt;br /&gt;
The [[Izhmash SV-98]] appears in multiplayer as a sniper rifle. It has a capacity of 10+1 rounds and requires 13000 sniper rifle score to unlock.&lt;br /&gt;
[[file:SV98.jpg|thumb|none|400px|Izhmash SV-98 - 7.62x54mmR]]&lt;br /&gt;
[[file:Bf4 hd Izhmash SV-98 menu.jpg|thumb|none|600px|Izhmash SV-98 in game.]]&lt;br /&gt;
[[Image:BF4SV9802.jpg|thumb|none|600px|SV-98 being held.]]&lt;br /&gt;
&lt;br /&gt;
==Jian She CS/LR3==&lt;br /&gt;
The [[Jian She CS/LR Sniper Rifle|Jian She CS/LR3]], also known as the &amp;quot;FY-JS&amp;quot; in the game, is the 5.8x42mm variant of the CS/LR4. Unlike it's larger caliber sibling, the FY-JS has a standard finish instead the permanent camo on the CS/LR4, like a lot of variants have in the game.&lt;br /&gt;
[[Image:Cslr3.jpg|thumb|none|400px|Jian She CS/LR3 - 5.8×42mm]]&lt;br /&gt;
&lt;br /&gt;
==Jian She CS/LR4==&lt;br /&gt;
The [[Jian She CS/LR Sniper Rifle|Jian She CS/LR4]] is the starting weapon for the Recon class. It is a bolt-action, magazine-fed rifle of Chinese origin with a capacity of 5+1 rounds and is a well-rounded sniper rifle in game.&lt;br /&gt;
[[file:CS-LR4.jpg|400px|thumb|none|CS/LR4 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Bf4 hd Jian She CSLR4 menu.jpg|thumb|none|600px|Jian She CS/LR4 in-game.]]&lt;br /&gt;
[[Image:BF4LR4Holda.jpg|thumb|none|600px|The CS/LR4 in the hands of the player.]]&lt;br /&gt;
&lt;br /&gt;
==M39 EMR==&lt;br /&gt;
On the cover art, Recker is armed with an [[M14#M39_Enhanced_Marksman_Rifle|M39 EMR]] attached with a series of accessories, including a bipod, a sound suppressor and a scope. It appears in multiplayer as a DMR, now holds 20+1 rounds, and requires a 37000 score with DMRs to unlock.&lt;br /&gt;
[[Image:M-39EMR.jpg|thumb|400px|none|M39 Enhanced Marksman Rifle with Harris bipod - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BF4M3901.jpg|thumb|600px|none|M39 EMR being held.]]&lt;br /&gt;
[[Image:BF4M3902.jpg|thumb|600px|none|Stock M39 EMR.]]&lt;br /&gt;
[[Image:BF4M3903.jpg|thumb|600px|none|M39 EMR iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5==&lt;br /&gt;
The [[Remington Model 700#M40A5 Sniper Rifle|M40A5]] appears in multiplayer and is built on the [[Remington Model 700]] platform with significant upgrades, including a precision trigger, detachable 5-round magazine, SureFire compensator, and a McMillan stock. This configuration is currently in service with the United States Marine Corps. It is an unlockable weapon that requires 3000 sniper rifle score.&lt;br /&gt;
[[Image:M40A5.jpg|thumb|none|400px|M40A5 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Bf4 hd M40A5 menu.jpg|thumb|none|600px|M40A5 in game. The tape wrapped around the barrel and stock, presumably to keep it together, is completely out of place on a precision 1/2 MOA weapon.]]&lt;br /&gt;
[[Image:BF4M40Hold.jpg|thumb|none|600px|The M40A5 in the hands of the player. The inaccurate 10-round capacity has since been corrected to 5.]]&lt;br /&gt;
[[Image:BF4M40Reload.jpg|thumb|none|600px|The player reloads the M40A5. On a reload from empty, the player uses his right hand to swap the magazine, unique among all the small arms in the game.]]&lt;br /&gt;
&lt;br /&gt;
==McMillan CS5==&lt;br /&gt;
The [[McMillan CS5]] appears as the &amp;quot;CS5&amp;quot; in the ''Dragon's Teeth'' DLC. It comes with a suppressor attached by default, but it can be removed at the player's discretion.&lt;br /&gt;
[[Image:CS5.jpg|thumb|none|400px|McMillan CS5 Compact Sniper Rifle with bipod and sound suppressor - .308 Winchester]]&lt;br /&gt;
[[Image:BF4CS501.jpg|thumb|none|600px|Stock McMillan CS5 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4CS502.jpg|thumb|none|600px|McMillan CS5 being held.]]&lt;br /&gt;
[[Image:BF4CS5Reload.jpg|thumb|none|600px|Reloading the McMillan CS5.]]&lt;br /&gt;
&lt;br /&gt;
==MK 11 MOD 0==&lt;br /&gt;
The [[Knight's Armament SR-25|Mk 11 Mod 0]] in multiplayer requires 4000 DMR points to unlock.&lt;br /&gt;
[[Image:SR25.jpg|thumb|none|400px|Mk 11 Mod 0 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4M1101.jpg|thumb|none|600px|Stock Mk 11 Mod 0 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4M1102.jpg|thumb|none|600px|Mk 11 Mod 0 being held.]]&lt;br /&gt;
[[Image:BF4M1103.jpg|thumb|none|600px|Stock Mk 11 Mod 0 iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==MKEK JNG-90==&lt;br /&gt;
The [[MKEK JNG-90]] is in multiplayer. It requires a sniper rifle score of 20000.&lt;br /&gt;
[[Image:JNG-90.jpg|thumb|none|400px|MKEK JNG-90 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4JNG90Holda.jpg|thumb|none|600px|The JNG-90 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4JNG02.jpg|thumb|none|600px|Stock JNG-90 with bipod in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBU-88==&lt;br /&gt;
The [[Norinco QB rifle series#Norinco QBU-88|Norinco QBU-88]] appears in the game.&lt;br /&gt;
[[Image:Qbu-88-0.jpg|thumb|400px|none|Norinco QBU-88 - 5.8x42mm]]&lt;br /&gt;
[[Image:BF4QBU8801.jpg|thumb|600px|none|Stock QBU-88.]]&lt;br /&gt;
[[Image:BF4QBU8802.jpg|thumb|600px|none|QBU-88 being held.]]&lt;br /&gt;
[[Image:BF4QBU8803.jpg|thumb|600px|none|QBU-88 iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Elite==&lt;br /&gt;
the [[Steyr Elite]] appears in the game. It is the 5.56x45mm version and has a capacity of 10+1 rounds. Despite being one of the weaker hitting sniper rifles, it features a fast rate of fire, aim speed, and bullet velocity to balance the low damage. The factory integral bipod is used with the &amp;quot;Bipod&amp;quot; attachment. It requires 8000 points with sniper rifles to unlock. &lt;br /&gt;
[[Image:ELITE.jpeg|thumb|400px|none|Steyr Elite - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Bf4 hd Steyr Elite menu.jpg|thumb|none|600px|Steyr Elite in game.]]&lt;br /&gt;
[[Image:BF4ScoutHold.jpg|thumb|600px|none|A player holding the Steyr with iron sights only. Following the Spring 2015 patch, the magazine capacity was changed from 5 to the correct 10 rounds.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] has been seen in multiple public multiplayer events. It is no-longer a fire and forget weapon, requiring a constant lock in order to successfully make a hit. &lt;br /&gt;
[[Image:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[Image:BF4 Javelin 01.jpg|thumb|none|600px|The player holds the FGM-148 Javelin.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-172 SRAW==&lt;br /&gt;
The [[FGM-172 SRAW]] returns from ''Battlefield 2'' and is once again (incorrectly) depicted as being wire-guided. It can be seen at the beginning of the &amp;quot;Levolution&amp;quot; trailer, and has also been seen in multiple public multiplayer events.&lt;br /&gt;
[[Image:Pic-product-predator.jpg|thumb|none|500px|FGM-172 SRAW - 139.7mm]]&lt;br /&gt;
[[Image:BF4SRAW.jpg|thumb|none|600px|The player holds the FGM-172 SRAW.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
After the player disembarks the helicopter in the E3 multiplayer demo, a soldier is seen running with an [[FIM-92A Stinger]]. It has also been seen in multiple public multiplayer events. It is considered a fire and forget launcher but has the shortest range of the portable AA Weapons. &lt;br /&gt;
[[Image:-0976t.jpg|thumb|500px|none|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:BF4Stinger.jpg|thumb|none|600px|The Stinger in the hands of the player.]]&lt;br /&gt;
[[Image:Bf4 fim-92.jpg||thumb|600px|none|A soldier carries an FIM-92 Stinger.]]&lt;br /&gt;
&lt;br /&gt;
==GP-30M==&lt;br /&gt;
If the M320 is mounted to a Russian weapon with the under-barrel rail attached, it instead becomes a [[GP-30|GP-30M]].&lt;br /&gt;
[[Image:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|401px|GP-30M - 40mm]]&lt;br /&gt;
[[Image:BF4GP3001.jpg|thumb|none|600px|GP-30M attached to a AEK-971.]]&lt;br /&gt;
[[Image:BF4GP3002.jpg|thumb|none|600px|The player holding an AK-12 with a GP-30M attached underneath.]]&lt;br /&gt;
[[Image:BF4GP3003.jpg|thumb|none|600px|Reloading the GP-30M.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
Near the end of the singleplayer demo, the player fires a [[Heckler &amp;amp; Koch M320]] from a car's driver seat. It has also been seen in multiple public multiplayer events. It is a gadget unlock for the Assault Class and is capable of firing 40mm High Explosive Dual Purpose Grenades in addition to Dart, Smoke, Timed Fragmentation and a new Flashbang ammunition variant.&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|400px|none|H&amp;amp;K M320 - 40x46mm]]&lt;br /&gt;
[[Image:Bf4 m320.jpg||thumb|600px|none|Irish gives a H&amp;amp;K M320 to Recker to shoot down the Mi-28 Havoc]]&lt;br /&gt;
[[Image:Bf4 m320 2.jpg||thumb|600px|none|Recker takes aim with the H&amp;amp;K M320 to bring down the chopper while Bonnie Tyler's Total Eclipse of the Heart plays in the background]]&lt;br /&gt;
[[Image:BF4M320Hold.jpg|thumb|none|600px|The M320 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4M320Reload.jpg|thumb|none|600px|The player reloads the M320.]]&lt;br /&gt;
[[Image:BF4M32005.jpg|thumb|none|600px|M320 mounded under a HK416 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;M320 3GL&amp;quot;===&lt;br /&gt;
The Naval Strike DLC added a fictional variant known as the &amp;quot;M320 3GL&amp;quot;. It functions in a similar way to the real-world [[Metal Storm Weapons#Metal Storm 3GL|Metal Storm 3GL]] (from which its name is also taken) in that it fires 3 rounds from the same tube without reloading. However it simply reuses the standard M320 model used for the standard launcher, even to the point where it can be seen that only a single round is inserted into the tube during the reload animation.&lt;br /&gt;
[[Image:MS 3GL.jpg|thumb|none|400px|The real-world Metal Storm 3GL 3-round grenade launcher in standalone configuration - 40mm. Note that this is significantly different to the &amp;quot;M320 3GL&amp;quot; model which appears in the game]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM25==&lt;br /&gt;
In the live stream of Battlefield 4 during E3, players can be seen equipped with an [[Heckler &amp;amp; Koch XM25]]. It is usable by the Support class only. It too, like the M320 is capable of launching alternate ammunition ranging from its default Airburst, Dart and Smoke rounds. Using Dart ammunition increases the fire rate and it behaves similar to a semi-automatic shotgun with a Infrared Scope.&lt;br /&gt;
[[Image:ATKXM25.jpg|thumb|400px|none|Heckler &amp;amp; Koch XM25 - 25x40mm]]&lt;br /&gt;
[[Image:BF4XM25Reload.jpg||thumb|600px|none|A player reloading an XM25]]&lt;br /&gt;
&lt;br /&gt;
==M136 CS==&lt;br /&gt;
The [[M136 AT4]] appears as a battle pickup. Referred to as &amp;quot;M136 CS&amp;quot; in game, CS standing for &amp;quot;confined space&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|400px|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[Image:BF4AT401.jpg|thumb|none|600px|&amp;quot;M136 CS&amp;quot; bring held.]]&lt;br /&gt;
[[Image:BF4AT402.jpg|thumb|none|600px|&amp;quot;M136 CS&amp;quot; sights.]]&lt;br /&gt;
[[Image:BF4AT403.jpg|thumb|none|600px|&amp;quot;M136 CS&amp;quot; battle pickup.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The [[M203 grenade launcher]] appears in the game mounted the &amp;quot;RAWR&amp;quot;, only having limited shots before running out of ammo. Four of them are mounted on the robot, two on each side.&lt;br /&gt;
[[Image:M16A2 M203.jpg|thumb|none|400px|M203 40mm grenade launcher mounted on an M16A2, 5.56x45mm]]&lt;br /&gt;
[[Image:BF4M20301.jpg|thumb|none|600px|Four M203 grenade launchers mounted on a &amp;quot;RAWR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==MBT LAW==&lt;br /&gt;
The [[MBT LAW]] has been seen in multiple public multiplayer events. It is the easiest to use but also the weakest of the launchers as the Rocket fired has a self guidence system, providing it's close to the target and will automatically attack the weakest point (top armor).&lt;br /&gt;
[[Image:NLAW.jpg|thumb|none|400px|MBT LAW - 150mm]]&lt;br /&gt;
[[Image:BF4NLAW.jpg|thumb|none|600px|The MBT LAW in the hands of the player.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1S==&lt;br /&gt;
Recker is also seen wielding a [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]] with Picatinny rails and reflex sights. When reloading, the whole 6 grenades are ejected from the cylinder, regardless of how many have been fired, and new ones are loaded, two grenades at a time. It is available as a Battle Pickup in multiplayer. &lt;br /&gt;
[[Image:MGL32.jpg|thumb|400px|none|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:Bf4 milkor mgl.jpg|thumb|600px|none|Recker readies his Milkor MGL Mk 1S to fire at a wall and flank the enemy.]]&lt;br /&gt;
[[Image:BF4MGL02.jpg|thumb|600px|none|&amp;quot;M32 MGL&amp;quot; as a battle pickup.]]&lt;br /&gt;
[[Image:BF4MGL03.jpg|thumb|600px|none|&amp;quot;M32 MGL&amp;quot; sights.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The [[Mk 153 Mod 0 SMAW]] has been seen in multiple public multiplayer events. It is the second most powerful the Anti-Tank Launchers and possesses the flattest trajectory over a distance.  &lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|400px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[Image:BF4SMAW.jpg|thumb|none|600px|The SMAW in the hands of the player.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] returns from Battlefield 3, now with the correct rear tube cover of the V2 model. It is the most powerful of unguided Anti-Tank launchers but is also the hardest use at range due to the arcing trajectory of the rocket in flight. &lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[file:BF4RPG7Hold.jpg|thumb|none|599px|The player holds the &amp;quot;RPG-7V2&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd RPG-7 aim.jpg|thumb|none|600px|The player aims to &amp;quot;RPG-7V2&amp;quot;.]]&lt;br /&gt;
[[file:BF4RPG7Reload.jpg|thumb|none|599px|The player reloads &amp;quot;RPG-7V2&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd RPG-7 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;RPG-7V2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SA-18 Grouse==&lt;br /&gt;
The [[SA-18 Grouse]] has been seen in multiple public multiplayer events. It is once again called the &amp;quot;SA-18 Igla&amp;quot;. In-game it behaves differently from ''Battlefield 3'' instead forgoing the use as a fire and forget launcher for use as a constant lock launcher. In posses the longest range of the AA Launchers but requires a near constant lock to maintain a hit, alternatively, a target can be reacquired even if the target used counter measures providing the missile is still in flight. &lt;br /&gt;
[[Image:Igla 191.jpg|thumb|none|400px|SA-18 Grouse launcher and missile - 72mm]]&lt;br /&gt;
[[Image:BF4IGLA.jpg|thumb|none|600px|The player holds the SA-18 Grouse.]]&lt;br /&gt;
&lt;br /&gt;
==QW-2 Vanguard 2==&lt;br /&gt;
The [[QW-2 Vanguard 2]] appears in the game as the missile armament on the Chinese Type-95 anti-aircraft vehicle.&lt;br /&gt;
&lt;br /&gt;
[[Image:QW-2.jpg|thumb|none|400px|QW-2 Vanguard 2 launcher and missile 72mm]]&lt;br /&gt;
[[File:BF4T8701.jpg|thumb|600px|none|Chinese Mobile AA mounting QW-2 Vanguard 2 launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Starstreak HVM==&lt;br /&gt;
The shoulder launched [[Starstreak HVM]] launcher is available as a battle pickup in the game. It has only two shots and can engage both aircraft and armor. It is requires a constant lock to maintain a hit, however a lock can be reacquired even if a target used counter-measures. The Starstreak is most effective against enemy aircraft as opposed to enemy land vehicles such as enemy armor. &lt;br /&gt;
[[Image:Starstreak MANPAD.jpg|thumb|none|250px|Starstreak HVM]]&lt;br /&gt;
[[Image:BF4HVM.jpg|thumb|none|600px|The player holds the Starstreak HVM.]]&lt;br /&gt;
[[Image:BF4HVM01.jpg|thumb|none|600px|Starstreak HVM as a battle pickup.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==M2 SLAM==&lt;br /&gt;
The M2 [[SLAM]] appears in a Gamespot video showing off all the weapons and gadgets in the game. It is usable by the Engineer class. It is a highly versatile mine, capable of sticking to walls and objects and even enemy vehicles to some extent but inflicts less damage as the M15 AT mine.&lt;br /&gt;
[[Image:SLAM.jpg|thumb|none|200px|SLAM]]&lt;br /&gt;
[[Image:BF4SLAM01.jpg|thumb|none|600px|M2 deployed and held.]]&lt;br /&gt;
&lt;br /&gt;
==M15 anti-tank mine==&lt;br /&gt;
The [[M15 anti-tank mine]] appears in a Gamespot video showing off all the weapons and gadgets in the game. It is once again only usable by the Engineer class. &lt;br /&gt;
[[Image:Landmine-dod-closeup.jpg|thumb|none|300px|M15 anti-tank mine]]&lt;br /&gt;
[[Image:BF4M1501.jpg|thumb|none|600px|M15 being held.]]&lt;br /&gt;
[[Image:BF4M1502.jpg|thumb|none|600px|M15 deployed.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] has been seen in multiple public multiplayer events. It can be equipped instead of the M67 grenade. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[file:Bf4 hd M18 smoke.jpg|thumb|none|600px|M18 smoke grenade being held.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] appears in a Gamespot video showing off all the weapons and gadgets in the game. It is usable by the Support and Recon classes. When planted, 3 trip wires shoot from the front of the mine, any thing that crosses the wires will trigger the mine.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore]]&lt;br /&gt;
[[Image:BF4CLAY01.jpg|thumb|none|600px|M18A1 Claymore being held.]]&lt;br /&gt;
[[Image:BF4CLAY02.jpg|thumb|none|600px|M18A1 Claymore with trip wires deployed.]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] has been seen in multiple public multiplayer events. It can be equipped instead of the M67 grenade. It is called the &amp;quot;M34 Incendiary&amp;quot;. &lt;br /&gt;
[[file:M34 2-1-.jpg|thumb|none|200px|]]&lt;br /&gt;
[[file:BF4M3401.jpg|thumb|none|599px|&amp;quot;M34 Incendiary&amp;quot; being held.]]&lt;br /&gt;
&lt;br /&gt;
==M67 fragmentation hand grenade==&lt;br /&gt;
[[M67 hand grenade]]s are the standard grenade of the game.&lt;br /&gt;
[[file:Baseball.jpg|thumb|200px|none|M67 fragmentation hand grenade]]&lt;br /&gt;
[[file:Bf4 hd M67 holding.jpg|thumb|none|600px|The player holds the &amp;quot;M67 fragmentation hand grenade&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] has been seen in multiple public multiplayer events. It can be equipped instead of the M67 grenade. It's called the &amp;quot;M84 Flashbang&amp;quot;. &lt;br /&gt;
[[Image:M84stun.jpg|thumb|none|200px|M84 stun grenade]]&lt;br /&gt;
[[Image:BF4M8401.jpg|thumb|none|600px|M84 being held.]]&lt;br /&gt;
&lt;br /&gt;
==RGO fragmentation grenade==&lt;br /&gt;
The [[RGO/RGN fragmentation grenade|RGO fragmentation grenade]].&lt;br /&gt;
[[file:RGO.jpg|thumb|200px|none|RGO fragmentation grenade]]&lt;br /&gt;
[[file:Bf4 hd rgo holding.jpg|thumb|none|600px|The player holds the &amp;quot;RGO fragmentation grenade&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==V40 Mini-Grenade==&lt;br /&gt;
The [[V40 Mini Grenade]].&lt;br /&gt;
[[file:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[file:Bf4 hd v40 mini holding.jpg|thumb|none|600px|The player holds the &amp;quot;V40 Mini-Grenade&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==2A38M autocannon==&lt;br /&gt;
Two [[2A38M autocannon]] are mounted on both the Pantsir AA and Tunguska Mobile AA.&lt;br /&gt;
[[Image:2a38m.jpg|thumb|none|400px|2A38M autocannon - 30mm]]&lt;br /&gt;
[[Image:BF4T2A3801.jpg|thumb|none|600px|Pantsir Stationary AA.]]&lt;br /&gt;
[[Image:BF4T2A3802.jpg|thumb|none|600px|Tunguska Mobile AA.]]&lt;br /&gt;
[[Image:BF4T2A3803.jpg|thumb|none|600px|2A38M to be mounted on a battle walker.]]&lt;br /&gt;
&lt;br /&gt;
==9M133 Kornet==&lt;br /&gt;
The [[9M133 Kornet]] is launched from the 9K123 missile system as a stationary anti-tank weapon.&lt;br /&gt;
[[Image:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]] &lt;br /&gt;
[[Image:BF4KORNET01.jpg|thumb|none|600px|9M133 Kornet launcher.]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] appears on the M220 Launcher in the game as an emplaced anti-tank missile launcher for the US faction.&lt;br /&gt;
[[Image:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[Image:BF4TOW01.jpg|thumb|none|600px|BGM-71 TOW launcher.]]&lt;br /&gt;
&lt;br /&gt;
== Bofors 40mm ==&lt;br /&gt;
The [[Bofors 40mm]] L/60 cannon is on the AC-13 gunships.&lt;br /&gt;
[[Image:40mm bofors.jpg|thumb|none|400px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2#Browning M2 Heavy Barrel|Browning M2HB heavy machine gun]] appears in the game mounted on vehicles, including M1A2 Abrams tanks.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BF4M201.jpg|thumb|none|600px|Browning M2HB Mounted on a Growler.]]&lt;br /&gt;
[[Image:BF4M202.jpg|thumb|none|600px|Player using the M2HB.]]&lt;br /&gt;
[[Image:BF4M203.jpg|thumb|none|600px|Remote controlled M2HB.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 chaingun==&lt;br /&gt;
In the background appears an LAV-25 fitted with an [[M242 Bushmaster chaingun]].&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|400px|none|M242 Bushmaster Chain Gun - 25x137mm.]]&lt;br /&gt;
[[Image:Bf4 promo lav-25.jpg|thumb|600px|none|LAV-25.]]&lt;br /&gt;
[[Image:BF4M24202.jpg|thumb|600px|none|Up close of the LAV-25's M242.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The [[General Electric GAU-8/A Avenger]] appears in the game as the secondary armament of the A-10 Thunderbolt II ground attack jet.&lt;br /&gt;
[[Image:GAU-8A.jpg|thumb|400px|none|GAU-8/A Avenger complete with feed system and 1,174 round drum - 30x173mm]]&lt;br /&gt;
[[Image:BF4GAU801.jpg|thumb|none|600px|GAU-8 mounted on an A-10.]]&lt;br /&gt;
[[Image:BF4GAU802.jpg|thumb|none|600px|A destroyed A-10 with the GAU-8 in its nose section.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-12/U==&lt;br /&gt;
The [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] is the mounted on the LAV-AD in multiplayer. Though the actual gun fires 25mm ammunition, the game depicts the gun as capable of firing either 20mm or 30mm rounds depending on the player's choosing. The AC-130 also carries a GAU-12/U as does the F-35 jet fighter.  &lt;br /&gt;
[[Image:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U with unfired rounds - 25mm]]&lt;br /&gt;
[[Image:BF4GAU1201.jpg|thumb|none|600px|A GAU-12/U mounted on an LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-17/A==&lt;br /&gt;
A pair of [[GAU-17/A|GAU-17/A's]] are mounted on the Transport Helicopters and Attack Boats and now actually eject casings, unlike BF3. The same gun is also depicted as being mounted on Little Birds.&lt;br /&gt;
[[Image:GAU-17A HH60.jpg|thumb|400px|none|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4GAU1703.jpg|thumb|600px|none|The GAU-17/A is mounted on the UH-1Y Venom.]]&lt;br /&gt;
[[Image:BF4GAU1704.jpg|thumb|600px|none| GAU-17/A mounted on a Little Bird.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
A [[General Dynamics GAU-19/A]] is mounted on the &amp;quot;XD-1 Accipitor&amp;quot;, a Battle Pickup available in the Final Stand DLC maps, essentially a flying rotary cannon with limited operating lifetime. It will self destruct once it's out of fuel.&lt;br /&gt;
[[Image:GAU19.jpg|thumb|none|400px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[Image:BF4XD101.jpg|thumb|600px|none|The &amp;quot;XD-1 Accipitor&amp;quot;, the source of ammo for this weapon is still a mystery unsolved.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
In several trailers and promo pictures, the [[M197 Vulcan]] is seen mounted on a AH-1Z Viper.&lt;br /&gt;
[[Image:M197Gatling.jpg|thumb|400px|none|General Dynamics M197 Vulcan - 20mm.]]&lt;br /&gt;
[[Image:Bf4 m197.jpg|thumb|600px|none|The AH-1Z Viper seen with the General Dynamics M197 Vulcan.]]&lt;br /&gt;
[[Image:BF4M19702.jpg|thumb|600px|none|Up close of the General Dynamics M197 Vulcan.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A [[Gryazev-Shipunov GSh-30-2]] appears in the game as the secondary armament of the Su-25 ground attack jet under the nose.&lt;br /&gt;
[[Image:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
[[Image:BF4GSh30201.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== HJ-8 Red Arrow ==&lt;br /&gt;
The [[HJ-8 Red Arrow]] appears tripod-mounted in the game as a counterpart of the American TOW and Russian Kornet, it is also used on the Chinese ZBD-09 IFV.&lt;br /&gt;
[[Image:BaktarShikan3.jpg|thumb|none|400px|HJ-8 Red Arrow launcher and missile - 120mm.]]&lt;br /&gt;
[[Image:BF4HJ8.jpg|thumb|600px|none|&amp;quot;My name is Commander Shepard and this is my favorite rocket launcher on the Citadel.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==H/PJ-12==&lt;br /&gt;
The H/PJ-12 rotary 30mm cannon is mounted on the Chinese Stationary AA LD-2000.&lt;br /&gt;
[[Image:BF4HPJ1201.jpg|thumb|600px|none|LD-2000 mounting the H/PJ-12.]]&lt;br /&gt;
&lt;br /&gt;
==Kord==&lt;br /&gt;
The [[Kord heavy machine gun]] is seen mounted on a vehicle. Recker also uses it to engage Russian ground forces.&lt;br /&gt;
[[Image:Kord 02.jpg|thumb|400px|none|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[Image:BF4KORD01.jpg|thumb|600px|none|Kord mounted on a vehicle.]]&lt;br /&gt;
[[Image:BF4KORD03.jpg|thumb|600px|none|Kord mounted on a train.]]&lt;br /&gt;
[[Image:Bf4 kord 2.jpg|thumb|600px|none|Recker firing the Kord at enemy infantry.]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The M102 105mm howitzer is mounted on AC-130 gunship.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|none|500px|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
&lt;br /&gt;
==Metal Storm Technology Demonstrator==&lt;br /&gt;
A turret utilizing the [[Metal Storm weapons|Metal Storm]] technology, called Schipunov 42 for some reason, is accessible in the Final Stand DLC maps, functioning like a big shotgun that can take out infantry, light vehicles, and low flying choppers. It is based closely on the &amp;quot;Bertha&amp;quot; one million rpm concept demonstrator: this is a little strange, since &amp;quot;Bertha&amp;quot; was never intended to be a practical weapon system. It fires off four volleys before having to reload.&lt;br /&gt;
[[Image:Bertha.jpg|thumb|none|400px|Metal Storm 36-barrel &amp;quot;Bertha&amp;quot; Rig - 9mm preloaded barrel]]&lt;br /&gt;
[[Image:BF4MetalStorm01.jpg|thumb|none|600px|The business end of the &amp;quot;Schipunov 42&amp;quot; Metal Storm turret.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is seen mounted on Desert Patrol Vehicles (DPV) and AAVP7A1 amphibious transports.&lt;br /&gt;
[[Image:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BF4MK1901.jpg|thumb|none|600px|DPV mounting a Mk 19.]]&lt;br /&gt;
[[Image:BF4MK1902.jpg|thumb|none|600px|Using the Mk 19 on a DPV.]]&lt;br /&gt;
[[Image:BF4MK1903.jpg|thumb|none|600px|Firing the Mk 19 on a AAVP7A1.]]&lt;br /&gt;
[[Image:BF4MK1904.jpg|thumb|none|600px|Mk 19 on a AAVP7A1.]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
The [[M61 Vulcan#M61 Vulcan|M61 Vulcan]] appears in the game on Phalanx CIWS and C-RAM installation.&lt;br /&gt;
[[Image:M61vulcan.jpg|thumb|none|400px|M61 Vulcan - 20mm]]&lt;br /&gt;
[[Image:BF4M6101.jpg|thumb|none|600px|M61 Vulcan on a Phalanx CIWS]]&lt;br /&gt;
&lt;br /&gt;
==Mystery Chinese Attack Chopper Nose Cannon==&lt;br /&gt;
It's a mystery, and everyone loves those.&lt;br /&gt;
[[Image:BF4CHnosegun01.jpg|thumb|none|600px|Cannon mounted on the nose of a Chinese attack chopper.]]&lt;br /&gt;
&lt;br /&gt;
==Mystery Chinese IFV Cannon==&lt;br /&gt;
It's a mystery, and everyone loves those.&lt;br /&gt;
[[Image:BF4CHIFVgun01.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:BF4CHIFVgun02.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==NSVT Heavy Machine Gun==&lt;br /&gt;
The [[NSV|NSVT Heavy MG]] appears on Russian T-90 tanks that can be controlled remotely from the inside of the tank. It should be noted that only early versions of the T90 used the NSVT in real life; it has since been replaced by the [[Kord]] heavy machine gun.&lt;br /&gt;
[[Image:6U6 NSV 02.jpg|thumb|none|400px|Tripod-mounted NSV HMG with ammo box and belt - 12.7x108mm]]&lt;br /&gt;
[[Image:BF4NSV01.jpg|thumb|none|600px|NSV mounted on a T-90 tank.]]&lt;br /&gt;
[[Image:BF4NSV02.jpg|thumb|none|600px|A closer image of the NSVT machine gun. It is one of the lesser detailed weapons in the game.]]&lt;br /&gt;
&lt;br /&gt;
==QJZ-89==&lt;br /&gt;
The QJZ-89 is mounted as coax machine gun with the main gun on the Chinese T-99 MBT. It is also mounted on top of the Chinese buggies.&lt;br /&gt;
[[Image:BF4TQJZ8901.jpg|thumb|600px|none|QJZ-89 on a buggy.]]&lt;br /&gt;
[[Image:BF4QJZ8902.jpg|thumb|600px|none|Mounting a QJZ-89.]]&lt;br /&gt;
&lt;br /&gt;
==Shipunov 2A42==&lt;br /&gt;
During the gameplay video, Recker's squad is being chased and shot at by an Mi-28 Havoc armed with a [[Shipunov 2A42]] autocannon.&lt;br /&gt;
[[Image:Shipunov 2A42.jpg|thumb|400px|none|Shipunov 2A42 30mm automatic cannon - 30x165mm.]]&lt;br /&gt;
[[Image:Bf4 shipunov2A42.jpg|thumb|600px|none|Mi-28 with a Shipunov 2A42.]]&lt;br /&gt;
[[Image:BF42A4202.jpg|thumb|600px|none|Close up of the Mi-28 with a Shipunov 2A42.]]&lt;br /&gt;
[[Image:BF42A4203.jpg|thumb|600px|none|Close up BTR-90 with a Shipunov 2A42.]]&lt;br /&gt;
&lt;br /&gt;
== Type-85 Heavy Machine Gun==&lt;br /&gt;
The [[Type 85 heavy machine gun]] is mounted as an remote controlled machine gun on the Type 99 MBT.&lt;br /&gt;
[[Image:w-85.jpg| thumb|none|400px|Type 85 heavy machine gun 12.7x108mm with tripod and ammo box]]&lt;br /&gt;
[[File:BF4T8501.jpg|thumb|600px|none|Type 85 heavy machine gun on a Type 99 tank.]]&lt;br /&gt;
&lt;br /&gt;
== Type 87==&lt;br /&gt;
Four Type 87 autocannons, a 25mm Chinese-made copy of the Russian [[ZU-23]], are mounted on the Type-95 Mobile AA.&lt;br /&gt;
[[Image:ZU-23.jpg|thumb|none|400px|Type 87 25mm]]&lt;br /&gt;
[[File:BF4T8701.jpg|thumb|600px|none|Chinese Mobile AA mounting Type 87 guns.]]&lt;br /&gt;
&lt;br /&gt;
=Misc=&lt;br /&gt;
&lt;br /&gt;
==Type 73 Light Machine Gun==&lt;br /&gt;
&lt;br /&gt;
On the Dragon's Teeth DLC Multiplayer &amp;quot;Propaganda&amp;quot; set in Pyongyang, the North Korean Type 73 machine gun can be seen on various locations around the map, as actual North Korean propaganda features the weapon quite often.&lt;br /&gt;
[[File:Type73LMG.jpg|thumb|none|400px|Type 73 Light Machine Gun 7.62x54mm R]]&lt;br /&gt;
[[Image:BF4_Type_73.jpg|thumb|none|600px|Type 73 propaganda in-game as viewed through the optics of the Chinese Type 99 MBT.]]&lt;br /&gt;
&lt;br /&gt;
==Rorsch Mk-1 Railgun==&lt;br /&gt;
&lt;br /&gt;
The only truly fictional firearm in the game, the Mk-1 is a Railgun made by fictional manufacturer Rorsch who would later make the Rorsch Mk-S8 fixed railgun emplacement seen in ''Battlefield: 2142'', which the Final Stand DLC is a prequel to; it is a Battle Pickup that can be found at certain locations on the Final Stand maps.. The stock portion of the rifle notably resembles the AW series, with the thumbhole stock, stock pad and spacers, location for the monopod, and general shape. According to its description it fires heavy sabot rounds, and while they have an extremely high velocity as one would expect from a railgun, they are not technically hitscan. The gun is single shot and once the trigger is pulled the gun must charge up for a full second before firing; it will kill infantry with one hit with a small blast radius, and does respectable damage to heavy vehicles. For reloading the user flicks a switch just forward of the trigger (presumibly a sort of circuit breaker that automatically trips after a round is fired, for safety), then presses a button on the top cover causing it to open and eject the spent casing, inserts a new round, closes the top cover, and readies the gun by using the charging handle on the left side. The gun's electronic scope, which also houses a blue laser sight, is mounted to a standard attachment rail on the top cover, while several other unused rails appear on the gun as well.&lt;br /&gt;
&lt;br /&gt;
[[File:AI L115A3.jpg|thumb|none|400px|Accuracy International AWM-F - .338 Lapua]]&lt;br /&gt;
[[File:Rorsch Mk-1.jpg|thumb|none|400px|Rorsch Mk-1 - Heavy sabot railgun rounds]]&lt;br /&gt;
[[Image:BF4Railgun03.jpg|thumb|none|600px|The Mk-1's heavy sabot round can be seen just below the battery, which resembles a magazine. The handguard appears to have been taken from the M60E4 as well.]]&lt;br /&gt;
[[Image:BF4Railgun01.jpg|thumb|none|600px|A soldier holding the Rorsch Mk-1.]]&lt;br /&gt;
[[Image:BF4Railgun02.jpg|thumb|none|600px|A sling attachment point can be seen near the rear of the barrel assembly, and the safety is above the trigger.]]&lt;br /&gt;
[[Image:BF4Railgun06.jpg|thumb|none|600px|The casing being ejected.]]&lt;br /&gt;
[[Image:BF4Railgun04new.jpg|thumb|none|600px|A good view of the heavy sabot round.]]&lt;br /&gt;
[[Image:BF4Railgun05new.jpg|thumb|none|600px|The player character closes the top cover.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: War]]&lt;br /&gt;
[[Category: Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_4&amp;diff=955518</id>
		<title>Battlefield 4</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_4&amp;diff=955518"/>
		<updated>2015-09-02T07:10:03Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* RPK */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield 4&lt;br /&gt;
|picture=Battlefield 4.jpg&lt;br /&gt;
|caption=''Promotional artwork''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=29 October 2013&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;XBOX One&amp;lt;br&amp;gt;XBOX 360&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
[[file:Battlefield-4China-RisingCover.jpg|thumb|right|300px|''Battlefield 4 - China Rising'' (2013)]]&lt;br /&gt;
[[file:Battlefield-4-Second-Assault-cover.jpg|thumb|right|300px|''Battlefield 4 - Second Assault'' (2014)]]&lt;br /&gt;
[[file:Battlefield-4-naval-strike-cover.jpg|thumb|right|300px|''Battlefield 4 - Naval Strike'' (2014)]]&lt;br /&gt;
[[file:Battlefield-4-dragon-teeath-cover.jpg|thumb|right|300px|''Battlefield 4 - Dragon`s Teeth'' (2014)]]&lt;br /&gt;
&lt;br /&gt;
''Battlefield 4'' is the latest installment in the ''[[Battlefield]]'' series developed by Swedish game developer DICE and published by Electronic Arts. It was announced that those who pre-ordered ''[[Medal of Honor: Warfighter]]'' would be granted early beta access to the game. The game was released on October 29. &lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Handguns are the only class of weapon to be equipped in the secondary slot in multiplayer (with the single exception of the Serbu Shorty 870). They offer a faster transition time than reloading a primary weapon. In an odd departure from ''[[Battlefield 3]]'', magazine-fed handguns all use identical reloading animations. Hammers are in the proper positions for single action firing, if available. Handguns offer relatively high damage (even more so with revolvers) at very short range and low damage at distance. Attachments available include lights, lasers, barrel attachments, and both iron and optical sights. Revolvers may not be suppressed.&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92F/FS|Beretta M9]] returns from ''[[Battlefield 3]]'' and is the second sidearm to be unlocked. It is nearly identical to the P226 in performance aside from a slightly different recoil pattern. The M9 is the United States military designation for the 92FS. When utilizing accessories such as lights and lasers, the [[Beretta 92 pistol series#Beretta M9A1|M9A1]] variant with an integrated rail would be more appropriate. The M9 requires a score of 4000 points earned with pistols to unlock. The in-game model is also used for the three-round burst &amp;quot;93R&amp;quot;, and both versions have a 15+1 round capacity. Beretta M9's are seen holstered on Clayton &amp;quot;Pac&amp;quot; Pakowski and United States Marine Corps support player's chest holster. Except for other USMC soldiers, who have Glock 17's in various holsters.&lt;br /&gt;
[[file:M9-pistolet.jpg|thumb|none|400px|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Bf4 hd M9 menu.jpg|thumb|none|600px|Beretta M9 in game.]]&lt;br /&gt;
[[file:Bf4 hd M9 holding.jpg|thumb|none|600px|The player holds the Beretta M9.]]&lt;br /&gt;
[[file:Bf4 hd M9 aim.jpg|thumb|none|600px|The player aims the Beretta M9. The iron sights are a little small with respect to the size of the slide.]]&lt;br /&gt;
[[file:Bf4 hd M9 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Beretta M9&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd M9 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Beretta M9&amp;quot; from slide lock. A minor animation error is evident here - the slide is not far back enough.]]&lt;br /&gt;
[[file:BF4C M9.jpg|thumb|none|600px|Sgt. Recker finds himself with yet another handgun uncomfortably close to his face, this time a Beretta at the beginning of the Tashgar level.]]&lt;br /&gt;
[[file:BF493R01.jpg|thumb|none|600px|Stock &amp;quot;93R&amp;quot; in the loadout menu. Note that this is a re-used M9 model with the front grip attached.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 40DS==&lt;br /&gt;
The [[Chiappa Rhino]] revolver appears in the DLC Naval Strike, called &amp;quot;SW40&amp;quot;. It is the 4 inch barrel version. The Rhino's visible hammer does not move while firing, which is actually correct, as the gun has an internal hammer and the visible part is simply a lever used to cock the internal hammer, which does not stay back after the internal hammer is cocked, nor does it move while firing (a comparison could be made to an AR-15 or MP5 charging handle, which only move when moved by the user, as they are separate from the bolt).&lt;br /&gt;
[[Image:Chiappa Rhino 4&amp;quot;.jpg|thumb|none|400px|Chiappa Rhino 40DS (4&amp;quot; barrel version)  - .357 Magnum]]&lt;br /&gt;
[[Image:BF4RHINO01.jpg|thumb|none|600px|Stock Chiappa Rhino 40DS in the loadout screen..]]&lt;br /&gt;
[[Image:BF4RHINO02.jpg|thumb|none|600px|The Rhino being held.]]&lt;br /&gt;
[[Image:BF4RHINO03.jpg|thumb|none|600px|The Rhino's iron sight.]]&lt;br /&gt;
[[Image:BF4SW40Reload.jpg|thumb|none|600px|Reloading the Rhino, whether fired or not, the rounds are always rendered as if they have not been fired.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 SP-01 SHADOW==&lt;br /&gt;
The [[CZ 75#CZ 75 SP-01 SHADOW|CZ 75 SP-01 SHADOW]] chambered in .40S&amp;amp;W appears as the &amp;quot;CZ-75&amp;quot; and is an unlockable sidearm in the game, holding 12+1 rounds. It is a factory-custom, competition oriented variant of the popular CZ 75. This pistol requires a score of 45000 points earned with pistols to unlock.&lt;br /&gt;
[[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|400px|CZ 75 SP-01 SHADOW - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BF4CZ7501.jpg|thumb|none|600px|Stock CZ 75 in the loadout menu. The engravings on the slide say &amp;quot;Made in Czech Republic&amp;quot;.]]&lt;br /&gt;
[[Image:BF4CZ7502.jpg|thumb|none|600px|CZ 75 being held. Since the Spring 2015 patch, the magazine size has been updated to an accurate 12+1 rounds, evident by the slightly extended baseplate visible in the loadout menu.]]&lt;br /&gt;
[[Image:BF4CZ7503.jpg|thumb|none|600px|CZ 75 iron sight. The fiber optic sights do not have any glow; instead, they are a dull red color.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .44 Magnum appears as the &amp;quot;DEagle 44&amp;quot; in the Dragon's Teeth DLC and holds 8+1 rounds. Fitting the &amp;quot;Compensator&amp;quot; attachment to the weapon will add the factory IWI muzzle brake (referred to in the second image). However, fitting the &amp;quot;muzzle brake&amp;quot; attachment will utilize the same generic brake used on other pistols. This handgun is unlocked with the completion of the &amp;quot;Recoil Kinetics&amp;quot; assignment.&lt;br /&gt;
[[Image:DesertEagle44ModelXIX.jpg|thumb|400px|none|IMI Desert Eagle MK XIX - .44 Magnum]]&lt;br /&gt;
[[File:BCFDE.jpg|thumb|400px|none|Desert Eagle Mk XIX in brushed chrome finish and with a muzzle brake - .50AE]]&lt;br /&gt;
[[Image:BF4DEAGLE01.jpg|thumb|none|600px|Desert Eagle Mark XIX in the customization menu.]]&lt;br /&gt;
[[Image:BF4DEAGLE02.jpg|thumb|none|600px|Desert Eagle Mark XIX being held by the player. Note the modern thumbs-forward grip technique.]]&lt;br /&gt;
[[Image:BF4DEAGLE03.jpg|thumb|none|600px|Desert Eagle Mark XIX iron sight.]]&lt;br /&gt;
[[Image:BF4DEAGLEReload.jpg|thumb|none|600px|Reloading Desert Eagle Mark XIX. The reload animation differs from the other semi-auto handguns - the player releases the slide with his left thumb.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is available in multiplayer as an unlockable sidearm and holds 20+1 rounds. In-game, the Five-seven does slightly less damage than 9x19mm pistols but benefits from having superior accuracy and a large magazine capacity. The Five-seveN requires 28000 points with handguns to unlock.&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|none|400px|FN Five-seveN - FN 5.7x28mm]]&lt;br /&gt;
[[Image:BF45701.jpg|thumb|none|600px|Stock Five-Seven in the loadout menu.]]&lt;br /&gt;
[[Image:BF45702.jpg|thumb|none|600px|Five-Seven being held.]]&lt;br /&gt;
[[Image:BF45703.jpg|thumb|none|600px|Five-Seven iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
On the cover art, as well as other promotional artwork, Recker is seen holding a [[Glock 17]] with a flashlight attached to it. The standard version has the same tan frame as the game's Glock 18. It is only seen in the singleplayer campaign, used by NPCs. Pac weilds the Glock 17 as his standard sidearm throughout the campaign (Even though he holstered Beretta M9 in chest holster), Captain Garrison uses one with a black frame in the level &amp;quot;South China Sea&amp;quot;, as well as Agent Kovic in Shanghai. like previous game, black frame model is seen holstered almost all USMC soldiers. except support player (Which uses Pac's body model) in multiplayer, They holstered Beretta M9 in chest holster.&lt;br /&gt;
[[file:Glock173rdGen.jpg|thumb|400px|none|Glock 17 3rd Generation - 9x19mm]]&lt;br /&gt;
[[file:Bf4 hd glock 17 2.jpg|thumb|600px|none|Glock 17 in game, pointed at Rucker during a tense evasion of Russian Spetsnaz forces in the &amp;quot;Baku&amp;quot; level.]]&lt;br /&gt;
[[file:BF4C G17.jpg|thumb|600px|none|Recker takes a closer look at Captain Garrison's Glock 17, the only clear appearance of the black frame in game at the end of the South China Sea chapter.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] is the only fully-automatic capable handgun in the game. It features a 1100 round per minute fire rate and a 17+1 round capacity. The Glock requires 23000 points with handguns to unlock. It's worth noting that it's actually a re-use of the G17's model with an 18's selector switch - it features all the cocking serrations, instead of the middle portion being flat where the fire mode markings should be.&lt;br /&gt;
[[Image:Glock18c 01-1-.jpg|thumb|400px|none|Glock 18 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BF4G1801.jpg|thumb|600px|none|Stock Glock 18 in the loadout menu. The magazine model is set too far up the grip as the baseplate is not visible at all.]]&lt;br /&gt;
[[Image:BF4G1803.jpg|thumb|600px|none|Glock 18 being held.]]&lt;br /&gt;
[[Image:BF4G1802.jpg|thumb|600px|none|Glock 18 iron sight. While the rear sight is the standard factory Glock plastic sight, the front sight is oddly triangular in shape.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK45C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK45#Heckler &amp;amp; Koch HK45C|Heckler &amp;amp; Koch HK45C]] is the last sidearm to be unlocked in multiplayer, and is listed as the &amp;quot;Compact 45&amp;quot; presumably for trademark reasons; however, DICE's internal file name for the pistol remains &amp;quot;HK45C&amp;quot;. It uses the 10-round extended &amp;quot;elephant foot&amp;quot; magazines, and has the threaded barrel of the 45CT. The HK45C was developed as the compact version of the full-size [[Heckler &amp;amp; Koch HK45|HK45]], but shares some characteristics with the 9x19mm [[Heckler &amp;amp; Koch P2000|HK P2000]]. The HK45CT suppressor-ready variant has been adopted by United States Naval Special Warfare units in limited numbers as the Mk 24 Mod 0 Combat Assault Pistol. The HK45C is the last handgun unlocked via score in multiplayer, requiring 57000 points with handguns.&lt;br /&gt;
[[Image:HK45C.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK45C with standard 8-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:BF4HK45Reload.jpg|thumb|none|600px|The player reloads the HK45C.]]&lt;br /&gt;
[[Image:BF4C4503.jpg|thumb|none|600px|Stock HK45C in the loadout menu.]]&lt;br /&gt;
[[Image:BF4C4504.jpg|thumb|none|600px|HK45C being held. The modelers forgot to give the HK45C a firing pin.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The lever action rifle &amp;quot;[[Marlin Model 1894]]&amp;quot; is included in the Spring 2015 Patch and is modernized with rails, metallic finish, sawed off stock and barrel. Refereed in game as Mare's leg&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|400px|Modern Marlin Model 1894 - .44 Magnum.]]&lt;br /&gt;
[[Image:Model1892MaresLeg.jpg|thumb|none|400px|Replica Winchester 1892 &amp;quot;Mare's Leg&amp;quot; with standard lever loop and rounded barrel- .44-40. This model also shows off the screw used to do &amp;quot;rapid fire&amp;quot;. This is put in place so the user does not need to pull the trigger. The screw breaks the shots when the action is worked.]]&lt;br /&gt;
[[File:BF4MareLoadout.jpg|thumb|none|600px|Mare's Leg in the loadout menu.]]&lt;br /&gt;
[[File:BF4MareHold.jpg|thumb|none|600px|Mare's Leg being held.]]&lt;br /&gt;
[[File:BF4MareIron.jpg|thumb|none|600px|Mare's Leg iron sight.]]&lt;br /&gt;
[[File:BF4MareLever.jpg|thumb|none|600px|Cycling the Mare's Leg.]]&lt;br /&gt;
[[File:BF4MareReload.jpg|thumb|none|600px|Reloading the Mare's Leg.]]&lt;br /&gt;
&lt;br /&gt;
==Mateba Model 6 Unica==&lt;br /&gt;
The [[Mateba Model 6 Unica]] appears as the &amp;quot;Unica 6&amp;quot; in the Dragon's Teeth DLC. If the Compensator attachment is used, the gun will use its own unique compensator instead of the generic P226 compensator for most other handguns. A 3x scope is also available in addition to the standard selection of sights. It is unlocked with the completion of the &amp;quot;Big Splash&amp;quot; assignment.&lt;br /&gt;
[[Image:Pistol Italian Mateba Unica in .44 Rem. Mag. with muzzle break.jpg|thumb|none|400px|Mateba Model 6 Unica with 5&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:BF4DMateba01.jpg|thumb|none|600px|Mateba Model 6 Unica in the loadout menu.]]&lt;br /&gt;
[[File:BF4DMateba02.jpg|thumb|none|600px|Mateba Model 6 Unica being held.]]&lt;br /&gt;
[[File:BF4DMateba03.jpg|thumb|none|600px|Mateba Model 6 Unica iron sight. Note the tritium amber dots that glow in dark environments.]]&lt;br /&gt;
[[File:BF4MatebaReload.jpg|thumb|none|600px|Reloading the Mateba Model 6 Unica, which ends with a controversial flicking away of the speedloader.]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
During the singleplayer campaign, Dunn gives Recker an [[MP-412 REX]] to shoot the windshield of the car. Rather interestingly, the MP-412 was never put in full production, so its presence in a United States MARSOC unit could only be explained as a war trophy, taken from Russian forces. The REX cannot be unlocked through multiplayer, the player must complete the first mission of the single-player campaign, &amp;quot;Baku&amp;quot;, to unlock it.&lt;br /&gt;
[[file:Mp-412-1.jpg|thumb|400px|none|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[file:BF4REX01.jpg|thumb|none|599px|MP-412 REX in game.]]&lt;br /&gt;
[[file:Bf4 hd MP-412 REX holding.jpg|thumb|none|600px|The player holds the MP-412 REX.]]&lt;br /&gt;
[[file:Bf4 hd MP-412 REX aim.jpg|thumb|none|600px|The player aims to MP-412 REX.]]&lt;br /&gt;
[[file:Bf4 hd MP-412 REX reloading 1.jpg|thumb|none|600px|The player reloads MP-412 REX. Note the correct depiction of the automatic ejection mechanism.]]&lt;br /&gt;
[[file:Bf4 hd MP-412 REX reloading 2.jpg|thumb|none|600px|The player reloads MP-412 REX.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443 Grach==&lt;br /&gt;
The [[Yarygin PYa#MP-443 Grach|MP-443 Grach]] returns from ''[[Battlefield 3]]'' and features one of the higher handgun magazine capacities at 17+1. It is unlocked in multiplayer by earning 13000 points with pistols. Curiously, the MP-443 is not seen holstered on Russian Army soldiers. Instead, they have holstered Chinese Norinco QSZ-92-5.8's.&lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|400px|MP-443 Grach - 9x19mm Parabellum]]&lt;br /&gt;
[[file:BF4MP44301.jpg|thumb|none|599px|MP-443 Grach in game.]]&lt;br /&gt;
[[file:BF4MP44302.jpg|thumb|none|599px|The player holds the MP-443 Grach.]]&lt;br /&gt;
[[file:BF4MP44303.jpg|thumb|none|599px|The player aims the MP-443 Grach.]]&lt;br /&gt;
[[file:Bf4 hd mp-443 reloading 1.jpg|thumb|none|599px|The player reloads the MP-443 Grach.]]&lt;br /&gt;
[[file:Bf4 hd mp-443 reloading 2.jpg|thumb|none|599px|The player reloads the MP-443 Grach.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QSZ-92-5.8==&lt;br /&gt;
The [[QSZ-92|Norinco QSZ-92-5.8]] appears in Battlefield 4. The weapon has flip-flopped between 15-round and 20-round magazine capacities, starting with 20 in the beta, 15 in the final release, then patched back to 20 later. In reality, both 15-round and 20-round magazines for the 5.8x21mm rounds are in existence. The QSZ-92 requires 8000 points earned with pistols to unlock. QSZ-92 is correctly holstered all Chinese Army soldiers. but It's also seen holstered in Kimble &amp;quot;Irish&amp;quot; Graves and even Russian Army soldiers holster.&lt;br /&gt;
[[file:11 qsz-92-5 Main.jpg|thumb|400px|none|Norinco QSZ-92-5.8 - 5.8x21mm DAP92]]&lt;br /&gt;
[[file:Bf4 hd QSZ-92-5.8 menu.jpg|thumb|none|600px|Norinco QSZ-92-5.8 in game.]]&lt;br /&gt;
[[file:Bf4 hd QSZ-92-5.8 holding.jpg|thumb|none|600px|The player holds the Norinco QSZ-92-5.8.]]&lt;br /&gt;
[[file:Bf4 hd QSZ-92-5.8 aim.jpg|thumb|none|600px|The player aims to Norinco QSZ-92-5.8.]]&lt;br /&gt;
[[file:Bf4 hd QSZ-92-5.8 reloading 1.jpg|thumb|none|600px|The player reloads Norinco QSZ-92-5.8.]]&lt;br /&gt;
[[file:Bf4 hd QSZ-92-5.8 reloading2.jpg|thumb|none|600px|The player reloads Norinco QSZ-92-5.8.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] is featured in multiplayer as the default sidearm for all classes and factions. The P226 was selected for use by the United States Naval Special Warfare Command, and remains in service today worldwide. The P226R added an accessory rail to the frame, though the &amp;quot;R&amp;quot; designation was later dropped. In the game it uses standard 15-round magazines and features a threaded barrel for suppressors. Interestingly, most handguns' &amp;quot;Compensator&amp;quot; attachment was modeled specifically for the P226.&lt;br /&gt;
[[file:P226R.jpg|thumb|400px|none|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Bf4 hd SIG-Sauer P226R menu.jpg|thumb|none|600px|SIG-Sauer P226R in game.]]&lt;br /&gt;
[[file:Bf4 hd SIG-Sauer P226R holding.jpg|thumb|none|600px|The player holds the P226R.]]&lt;br /&gt;
[[file:Bf4 hd SIG-Sauer P226R aim.jpg|thumb|none|600px|The player aims the P226R.]]&lt;br /&gt;
[[file:Bf4 hd SIG-Sauer P226R reloading 1.jpg|thumb|none|600px|The player reloads the P226R.]]&lt;br /&gt;
[[file:Bf4 hd SIG-Sauer P226R reloading 2.jpg|thumb|none|600px|The player reloads the P226R.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]], once again listed as the &amp;quot;.44 Magnum&amp;quot;, is available in multiplayer as the second to last sidearm unlocked. It can kill with just two shots in close range. It has a 3x scope available in addition to the standard selection of sights. It requires 51000 points earned with pistols to unlock.&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|400px|none|Taurus Model 44 - .44 Magnum]]&lt;br /&gt;
[[Image:BF4T44Menu.jpg|thumb|none|600px|The Taurus Model 44 in the multiplayer weapon customization menu.]]&lt;br /&gt;
[[Image:BF4T44Hold.jpg|thumb|none|600px|The Taurus Model 44 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4T44Reload.jpg|thumb|none|600px|The player reloads the Taurus Model 44.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Tactical Custom 1911==&lt;br /&gt;
A one-off custom variant of the [[M1911 pistol series|M1911]], made by Larry Vickers of Vickers Tactical specifically for [[Medal of Honor: Warfighter]], replaces the [[M1911 pistol series#M45 / MEU(SOC)|M45 MEU(SOC)]] from ''[[Battlefield 3]]''. Noticeably, the Vickers trademarks are removed, and it now uses a 7-round magazine compared to 8 from the last game. It is one of the later sidearms unlocked in multiplayer, requiring 34000 handgun points. It has a 3x scope available in addition to the standard selection of sights. The M45 MEU(SOC) or the new Colt M45A1 would have been a far more realistic choice as they are actually in service with the United States Marine Corps Special Operations Command.&lt;br /&gt;
&lt;br /&gt;
[[File:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|400px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]]&lt;br /&gt;
[[File:BF4191101.jpg|thumb|none|600px|Stock Vickers Tactical 1911 in the loadout menu.]]&lt;br /&gt;
[[File:BF4191102.jpg|thumb|none|600px|Vickers Tactical 1911 being held.]]&lt;br /&gt;
[[File:BF4191103.jpg|thumb|none|600px|Vickers Tactical 1911 iron sight. Note the slight misalignment of the sights.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Unlike the previous game, SMGs and any other weapons that appeared under the &amp;quot;PDW&amp;quot; category are now exclusive to the Engineer class.  Their once-exclusive carbines are now all-kit weapons. These weapons categorized as PDWs typically offer superior close-range effectiveness - ironic considering the large, vehicle-based maps where engineers excel. Most are chambered in a pistol caliber and come with excellent hip-fire and mobility in game. Attachments available include lights, lasers, barrel attachments, grips, and both iron and optical sights.  Also, all returning SMGs and PDWs from the previous game, where applicable, now come with their high-capacity magazines by default (eg. The MP7 default magazine is its extended 40-rounder, while the Magpul PDR's default magazine is the standard-capacity 30-round PMAG).&lt;br /&gt;
&lt;br /&gt;
==Beretta Mx4 Storm==&lt;br /&gt;
The Beretta Mx4 Storm, the select-fire military variant of the [[Beretta Cx4 Storm|Cx4]] is available in multiplayer. It is listed simply as the &amp;quot;Mx4&amp;quot;. It is the starting weapon of all three factions' Engineer classes.&lt;br /&gt;
[[file:Beretta Mx4 Storm.jpg|thumb|400px|none|Beretta Mx4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Bf4 hd Beretta Mx4 Storm menu.jpg|thumb|none|600px|Beretta Mx4 Storm in game. Note the lack of any muzzle device.]]&lt;br /&gt;
[[Image:BF4MX4Hold.jpg|thumb|none|600px|The Mx4 Storm in the hands of the player.]]&lt;br /&gt;
[[Image:BF4MX4Reload.jpg|thumb|none|600px|The player reloads the Mx4 Storm. Perhaps this operator needs to be retrained on trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 series#CZ Scorpion Evo 3 A1|CZ Scorpion Evo 3 A1]] appears as the &amp;quot;CZ-3A1&amp;quot;, and features the highest rate of fire among the PDWs (and matching the FAMAS). Interestingly, the default iron sights (correct as Evo factory sights) are used as the default iron sights for a number of other weapons in the game. It requires 37000 points earned with PDWs to unlock.&lt;br /&gt;
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|400px|none|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BF4CZ3Menu.jpg|thumb|600px|none|The CZ Scorpion Evo 3 A1 in the multiplayer weapon customization menu.]]&lt;br /&gt;
[[Image:BF4CZ3Hold.jpg|thumb|none|600px|The CZ Scorpion Evo 3 A1 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4CZ3Reload.jpg|thumb|none|600px|The player reloads the CZ Scorpion Evo 3 A1. Again, a lack of trigger discipline does not inspire confidence.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90#P90 TR|FN P90 TR]] is available in the campaign and unlockable in multiplayer by means of an assignment. Hanna uses this gun as her main weapon in the campaign, it is attached with a Trijicon red dot sight. Unfortunately, the magazine is modeled as opaque instead of the translucent factory magazines - most likely due to the extensive work needed to animate the depleting rounds.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[file:BF4P90Menu.jpg|thumb|none|601px|FN P90 TR in game. The heavy barrel modification installs a much longer barrel, making it resemble the U.S. civilian-legal PS90.]]&lt;br /&gt;
[[file:BF4P90Hold.jpg|thumb|none|601px|The player holds the &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd P90TR aim.jpg|thumb|none|601px|The player aims to &amp;quot;FN P90 TR&amp;quot;. These are the factory CZ Scorpion Evo 3 A1 sights.]]&lt;br /&gt;
[[file:BF4P90Reload.jpg|thumb|none|601px|The player reloads &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd P90TR reloading 2.jpg|thumb|none|601px|The player reloads &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|MP7A1]] is featured in the China Rising DLC. It is unlocked with the completion of the &amp;quot;Make a Dent&amp;quot; assignment. The MP7A1, as in [[Battlefield 3]], is one of the only weapons that retain both front and rear iron sights when attaching an optic. This time, it comes default with the extended 40-round magazine.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[Image:BF4MP701.jpg|thumb|none|600px|Stock MP7A1 in the loadout menu. Although not visible in this image, the HK logo is still present on the grip.]]&lt;br /&gt;
[[Image:BF4MP702.jpg|thumb|none|600px|MP7A1 being held.]]&lt;br /&gt;
[[Image:BF4MP703.jpg|thumb|none|600px|MP7A1 iron sight, with the flip up apertures not being utilized. Note the misalignment - in real life, the rounds would impact a little low.]]&lt;br /&gt;
[[Image:BF4MP7Reload.jpg|thumb|none|600px|Reloading the MP7A1. The player thumbs the slide release to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP45]] is an available PDW in the game. Unlike [[Battlefield 3]], the front sight assembly is removed when equipped with optics. In real life, this would not be possible without permanently altering the weapon. Unlike its 9mm brother, the UMP45 is present in the unlock tree for PDWs, and does not require the player to complete an assignment. The UMP-45 requires 11000 score with PDWs to acquire.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|400px|none|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:BF4UMP45Menu.jpg|thumb|600px|none|The UMP45 in the multiplayer weapon customization menu. The heavy barrel modification makes the barrel length significantly longer.]]&lt;br /&gt;
[[Image:BF4UMP45Hold.jpg|thumb|none|600px|The UMP45 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4UMP45Reload.jpg|thumb|none|600px|The player reloads the UMP45. On a reload from empty, the player now utilizes the bolt release on the receiver. Finger on the trigger seems to be a recurring theme with the engineer class...]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP9==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP9]] is an unlockable PDW in the game, through the &amp;quot;Engineer Expert&amp;quot; assignment. As with the UMP45, the front sight assembly is removed when equipped with optics, which would permanently alter the weapon.&lt;br /&gt;
[[Image:Hk ump9.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP9 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BF4UMP9Menu.jpg|thumb|none|600px|The UMP9 in the multiplayer weapon customization menu. The heavy barrel modification makes the barrel length significantly longer.]]&lt;br /&gt;
[[Image:BF4UMP9Hold.jpg|thumb|none|600px|The UMP9 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4UMP9Reload.jpg|thumb|none|600px|The player reloads the UMP9. On a reload from empty, the player now utilizes the bolt release on the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==Jian She Type-05==&lt;br /&gt;
The [[QCW-05#Jian She Type-05|Jian She Type-05]] appears in-game as the last PDW unlocked. Following the Spring 2015 update, the caliber chambering was updated from 5.8x21mm (50+1 rounds) to 9x19mm (30+1 rounds), ending the caliber confusion with the QCQ-05. It is the final unlocked weapon in the PDW set, requiring a PDW score of 48000.&lt;br /&gt;
[[Image:JS05.jpg|thumb|none|400px|Jian She Type-05 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BF4JS2Menu.jpg|thumb|none|600px|The Type-05 in the multiplayer weapon customization menu.]]&lt;br /&gt;
[[Image:BF4JS2Hold.jpg|thumb|none|600px|The Type-05 in the hands of the player. Note the 50-round capacity shown here is now a correct 30 rounds.]]&lt;br /&gt;
[[Image:BF4JS2Reload.jpg|thumb|none|600px|The magazine release is the small, round button just above and behind the magwell, in the recessed part of the receiver. However, it's modeled flush, as if always being pressed, making it look like a pin.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] is available in multiplayer. This time around, it has a 44-round magazine by default. It is an unlockable PDW requiring 4000 points earned with PDWs.&lt;br /&gt;
[[Image:Pp-2000 1.jpg|thumb|400px|none|PP-2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Bf4 hd PP-2000 menu.jpg|thumb|none|600px|PP-2000 in game. Light and laser attachments use a custom mount fitted underneath the foregrip.]]&lt;br /&gt;
[[Image:BF4PP2000Hold.jpg|thumb|none|600px|The PP-2000 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4PP2000Reload.jpg|thumb|none|600px|The player reloads the PP-2000.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics CBJ-MS==&lt;br /&gt;
The [[Saab Bofors Dynamics CBJ-MS]] appears in-game as an unlockable PDW. It has the highest muzzle velocity in its class, due to its unique 6.5x25mm round. The weapon model shows a 100-round drum magazine, but it actually only holds 50+1 rounds in-game, most likely for balancing purposes. It requires 19000 PDW points to unlock.&lt;br /&gt;
[[Image:CBJ-MS.jpg|thumb|none|400px|Saab Bofors Dynamics CBJ-MS - 6.5x25mm CBJ-MS]]&lt;br /&gt;
[[Image:BF4CBJMSMenu.jpg|thumb|none|600px|A CBJ-MS in the multiplayer weapon customization menu.]]&lt;br /&gt;
[[Image:BF4 CBJMS 01.jpg|thumb|none|600px|The CBJ-MS in the &amp;quot;Levolution&amp;quot; trailer, seen in the hands of an Engineer player as he traps an unlucky enemy player in a traincar with a hand grenade.]]&lt;br /&gt;
[[Image:BF4 CBJMS 02.jpg|thumb|none|600px|Having successfully dispatched his foe, the Engineer reloads his CBJ-MS. On empty, the player pulls the charging handle and then rides it forward by pushing it back in.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in the Dragon's Teeth DLC, and is chambered in .40 S&amp;amp;W and in the standard 6.5&amp;quot; barrel configuration. It features a magazine capacity of 30+1. Interestingly, the MPX is the most recently developed firearm in the game, released by SIG-Sauer in 2014, some time after the original game was released. It is unlocked via the &amp;quot;Not the Weakest Link&amp;quot; assignment.&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX - 9x19mm]]&lt;br /&gt;
[[File:BF4MPX01.jpg|thumb|none|600px|Stock SIG-Sauer MPX in the loadout menu. Note the modified SIG logo on the receiver and selector switch set to auto.]]&lt;br /&gt;
[[File:BF4MPX02.jpg|thumb|none|600px|SIG-Sauer MPX being held.]]&lt;br /&gt;
[[File:BF4MPX03.jpg|thumb|none|600px|SIG-Sauer MPX iron sight. These are the factory CZ Scorpion Evo 3 A1 sights common throughout the PDW class.]]&lt;br /&gt;
[[File:BF4MPXReload.jpg|thumb|none|600px|The player reloads the SIG-Sauer MPX. On empty, the player utilizes the bolt release on the receiver to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
== TsNIITochMash SR-2M Veresk ==&lt;br /&gt;
The [[VSS Vintorez#SR-2 Veresk|TsNIITochMash SR-2M Veresk]] appears as the &amp;quot;SR-2&amp;quot; in the Naval Strike DLC, requiring the completion of the &amp;quot;Packing a Punch&amp;quot; assignment to acquire it.&lt;br /&gt;
[[Image:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[Image:BF4SR201.jpg|thumb|none|600px|Stock &amp;quot;SR-2&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BF4SR202.jpg|thumb|none|600px|&amp;quot;SR-2&amp;quot; being held.]]&lt;br /&gt;
[[Image:BF4SR203.jpg|thumb|none|600px|&amp;quot;SR-2&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BF4SR2Reload.jpg|thumb|none|600px|&amp;quot;SR-2&amp;quot; reloading. When reloading from empty, one can visibly see the safety lever incorrectly in the safe (up) position.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns in Battlefield 4 are equipped in the primary weapon slot with the exception of the Serbu Super Shorty (a secondary), M26 MASS (a gadget), and the USAS-12 (a battle pickup). The game features pump-action, semi-automatic, and fully-automatic (USAS-12 only) shotguns fed from either a tube or detachable magazine. Unique to this weapon category, the player may choose from a variety of ammunition types - buckshot, flechette, slug, and explosive frag rounds. In addition to optics, lights, lasers, and grips, the player may equip muzzle devices such as chokes, brakes, and compensators. Shotguns may not be suppressed in the game. With the exception of the M26 MASS, all shotguns are available to any class.&lt;br /&gt;
&lt;br /&gt;
==Benelli M1==&lt;br /&gt;
A [[Benelli M Series Super 90 Shotguns|Benelli M1]] with a fixed stock and top rail incorrectly replaces the the proper [[Benelli M4|Benelli M4]] with a collapsible stock from BF3 as the &amp;quot;M1014&amp;quot;. It does average damage per shot when compared to the other shotguns, but this is balanced with a very high rate of fire and fast reload time. The Benelli M1 requires 11000 score with shotguns to unlock.&lt;br /&gt;
[[Image:Bena2.jpg|thumb|none|400px|Benelli M1 in similar configuration to the one seen in-game - 12 Gauge]]&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|400px|Actual M1014 for comparison - 12 Gauge]]&lt;br /&gt;
[[Image:BF4M101401.jpg‎|thumb|none|600px|Stock Benelli M1 in loadout menu. It appears identical to the one in Medal of Honor 2010's singleplayer.]]&lt;br /&gt;
[[Image:BF4M101402.jpg‎|thumb|none|600px|Benelli M1 being held.]]&lt;br /&gt;
[[Image:BF4M101403.jpg‎|thumb|none|600px|Benelli M1 iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray Street Sweeper==&lt;br /&gt;
The [[Armsel_Striker_and_variants#SWD.2FCobray_Street_Sweeper|SWD/Cobray Street Sweeper]], called &amp;quot;DAO-12&amp;quot; in the game, is an unlockable shotgun in the Second Strike DLC. The reloading animation differs (more realistically) from the Battlefield 3 DAO-12 in that the player will manually turn the key in front of the drum after inserting each shell.&lt;br /&gt;
[[Image:CobrayStreetSweeper.jpg|thumb|none|400px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 Gauge]]&lt;br /&gt;
[[Image:BF4DAO1201.jpg|thumb|none|600px|Stock &amp;quot;DAO-12&amp;quot; in the loadout menu. Lights and lasers are awkwardly attached directly to the underside of the barrel.]]&lt;br /&gt;
[[Image:BF4DAO1202.jpg|thumb|none|600px|&amp;quot;DAO-12&amp;quot; being held.]]&lt;br /&gt;
[[Image:BF4DAO1203.jpg|thumb|none|600px|&amp;quot;DAO-12&amp;quot; iron sight. Note that these were borrowed from the CZ Scorpion Evo 3.]]&lt;br /&gt;
[[Image:BF4DAO1205.jpg|thumb|none|600px|The player inserts a shell into the drum...]]&lt;br /&gt;
[[Image:BF4DAO1204.jpg|thumb|none|600px|... and then turns the key in front of the drum.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[USAS-12 Shotgun|Daewoo USAS-12]] appears in the game as a battle pickup and is the only fully automatic shotgun. It usually is configured with an EOTech sight and ergo grip, though a FLIR 2x sight with angled foregrip version is present on some maps. It will always be equipped with the &amp;quot;Laser Light Combo&amp;quot; (AN/PEQ-15) and frag rounds. In singleplayer, however, another variant loaded with slugs and equipped with the Prismatic 3.4x scope can be unlocked in the &amp;quot;South China Sea&amp;quot; level after scoring 10000 points. It holds 10+1 rounds from a box magazine, and appears to have the standard carrying handle permanently removed for a rail.&lt;br /&gt;
[[Image:USAS12.jpg|thumb|none|400px|Daewoo USAS-12 - 12 Gauge]]&lt;br /&gt;
[[Image:BF4USAS12Hold.jpg|thumb|none|600px|The USAS-12 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4C USAS-12.jpg|thumb|none|600px|The unique slug firing USAS-12 in the single-player campaign, unlocked from scoring 10,000 points in the South China Sea chapter.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;DBV-12&amp;quot;==&lt;br /&gt;
The DBV-12 (an [[AK-12]] modified to fire shotgun shells, like the the original AK's [[Saiga 12]]) is the last unlockable shotgun in multiplayer. Although supposed to represent the AK-12/76 shotgun variant, it does not have the deeper magwell of the real AK-12/76; it features that of a standard AK-12 instead. It requires 59000 points earned with shotguns and is the last weapon in the shotgun list.&lt;br /&gt;
[[File:AK-12 shotgun.jpg|thumb|none|400px|The AK-12/76 Shotgun variant - 12 Gauge]]&lt;br /&gt;
[[Image:BF4 DBV12 01.jpg|thumb|none|600px|The DBV-12 in the &amp;quot;Paracel Storm&amp;quot; trailer, fitted with an EOTech sight.]] &lt;br /&gt;
[[Image:BF4DBV12Hold.jpg|thumb|none|600px|The DBV-12 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4DBV12Reload.jpg|thumb|none|600px|The player reloads the DBV-12. On a reload from empty, the player uses the underhand charging technique with the left hand.]]&lt;br /&gt;
[[Image:BF4 DBV12 04.jpg|thumb|none|600px|Stock DBV-12 in the loadout menu. Note the selector switch correctly set to semi.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] has been seen in multiple public multiplayer events. It operates only in pump-action mode, just like in the ''Bad Company'' series and ''Battlefield 3''. In-game the weapon holds 9 (8+1) rounds and requires a score of 37000 with shotguns.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 - 12 Gauge]]&lt;br /&gt;
[[Image:BF4SPAS1201.jpg|thumb|none|600px|Stock SPAS-12 in the loadout menu. The iron sights are removed whenever an optic is attached, and lights and lasers are awkwardly attached directly on the bottom of the magazine tube.]]&lt;br /&gt;
[[Image:BF4SPAS1202.jpg|thumb|none|600px| SPAS-12 being held.]]&lt;br /&gt;
[[Image:BF4SPAS1203.jpg|thumb|none|600px|SPAS-12 iron sight.]]&lt;br /&gt;
[[Image:BF4C SPAS-12 no irons.jpg|thumb|none|600px|The SPAS-12 located inside a MV-22 Osprey in the USS ''Valkyrie'''s hangar lacks iron sights in the campaign, found in the South China Sea level.]]&lt;br /&gt;
[[Image:BF4C SPAS-12 ads.jpg|thumb|none|600px|The lack of sights didn't get in the way of Recker stopping the PLAN boarding party, however. The bug fixes itself once the player interacts with any weapon crates.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk 97-2==&lt;br /&gt;
The [[Hawk shotgun series#Hawk 97-2 (Hawk Pump Tactical)|Hawk 97-2 shotgun]] appears as the &amp;quot;Hawk 12G&amp;quot;. It is the most powerful of the pump action shotguns but with the largest spread and pellet count at 14 pellets. It requires a shotgun score of 19000. [[Image:Hawkpump.jpg|thumb|none|400px|Hawk Pump Tactical Shotgun - 12 Gauge]]&lt;br /&gt;
[[Image:BF4Hawk.jpg|thumb|none|600px|The Hawk 97-2 in the hands of the player in the E3 multiplayer trailer.]]&lt;br /&gt;
[[Image:BF4HAWKHold.jpg|thumb|none|600px|The Hawk 97-2 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4HAWKReload.jpg|thumb|none|600px|The player reloads the Hawk 97-2. During an empty reload, the magazine is swapped first before the spent shell is pumped out from the chamber.&lt;br /&gt;
]]&lt;br /&gt;
[[Image:BF4 Hawk 03.jpg|thumb|none|600px|Stock Hawk 97-2 in the loadout menu. Lights and lasers are awkwardly attached directly to the underside of the barrel.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The [[M26 Modular Accessory Shotgun System]] is once again an unlockable shotgun &amp;quot;gadget&amp;quot; exclusive to the Assault class. It can be used standalone or attached to certain assault rifles. As with the previous game, multiple ammunition types are available, obtained through the Assault Kits level progression. When equipped by itself it is outfitted with a Trijicon reflex sight. &lt;br /&gt;
[[Image:M26 MASS 5 round.jpg|thumb|400px|none|M26 Modular Accessory Shotgun System - 12 Gauge]]&lt;br /&gt;
[[Image:BF4MASSReload.jpg|thumb|none|600px|The M26 MASS can here be seen mounted on an HK416 that is being reloaded. The animation is glitched as the mag is out of the player's hand.]]&lt;br /&gt;
[[Image:BF4MASSFire.jpg|thumb|none|600px|The player fires the M26 MASS, mounted on an HK416.]]&lt;br /&gt;
[[Image:BF4 M26 MASS 03.jpg|thumb|none|600px|M26 MASS attached to a HK416 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4 M26 MASS 04.jpg|thumb|none|600px|M26 MASS held stand-alone.]]&lt;br /&gt;
&lt;br /&gt;
==QBS-09==&lt;br /&gt;
The [[QBS-09]] is the default shotgun available once shotguns are unlocked through progression of the Support class. It is the most powerful semi-automatic shotgun in the game at present, offsetting its rather low 5+1 round capacity. It requires 16000 score with the Support kit to unlock.&lt;br /&gt;
[[Image:Qbs-09.jpg|thumb|400px|none|QBS-09 - 18.4mm(12 Gauge)]]&lt;br /&gt;
[[file:Bf4 hd QBS-09 menu.jpg|thumb|none|600px|QBS-09 in game. The front sight assembly is removed when an optic is attached.]]&lt;br /&gt;
[[Image:BF4 QBS 09 02.jpg|thumb|600px|none|QBS-09 being held.]]&lt;br /&gt;
[[Image:BF4 QBS 09 03.jpg|thumb|600px|none|QBS-09 iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington Model 870|Remington 870 MCS]] returns and now holds 7+1 rounds, indicating an 18&amp;quot; barrel and +3 magazine tube extension. It is an unlockable weapon requiring 4000 shotgun score. It is the most balanced of the Pump Action shotguns with no significant faults.&lt;br /&gt;
[[Image:Remington 870MCS.jpg|thumb|400px|none|Remington 870 MCS - 12 Gauge]]&lt;br /&gt;
[[Image:BF4 870 MCS 01.jpg|thumb|600px|none|Stock Remington 870 MCS in the loadout menu. Strangely, lights and lasers are affixed to the bottom of the barrel/magazine tube clamp, instead of the real MCS's side rail.]]&lt;br /&gt;
[[Image:BF4 870 MCS 02.jpg|thumb|600px|none|Remington 870 MCS being held.]]&lt;br /&gt;
[[Image:BF4 870 MCS 03.jpg|thumb|600px|none|Stock Remington 870 MCS rifle sights mounted on the barrel. Most standard Remington 870s come with only a bead sight at the end of the barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
Recker uses a [[Izhmash Saiga series shotgun#Saiga 12|Saiga-12K]] in the &amp;quot;Angry Sea&amp;quot; trailer. It fires in semi-automatic mode and uses an 8-round detachable box magazine. The Saiga requires a score of 28000 points earned with shotguns to unlock.&lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 Gauge]]&lt;br /&gt;
[[Image:BF4S1202.jpg|thumb|600px|none|Stock Saiga-12K in the loadout menu.]]&lt;br /&gt;
[[Image:BF4SAIGAHold.jpg|thumb|600px|none|The player holds a Saiga-12K.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
A [[Remington 870]]-based [[Serbu Super Shorty]] appears in ''BF4''. It has an intergrated accessory rail, and can mount a Trijicon RMR or Leupold DeltaPoint sight in addition to a ghost ring iron sight setup borrowed from the handguns. It cannot be aimed unless equipped with a sight accessory, and can only use buckshot rounds. It has a correct 2+1 capacity. It is called the &amp;quot;Shorty 12G&amp;quot; in-game, and is available in multiplayer as a secondary. Although unlocked with 18000 pistol score, it contributes points towards the other shotguns rather than the rest of the handguns.&lt;br /&gt;
[[file:Super Shorty (870).jpg|thumb|400px|none|Serbu Super Shorty (Remington 870) - 12 Gauge]]&lt;br /&gt;
[[file:Bf4 hd Serbu Super Shorty menu.jpg|thumb|none|600px|Serbu Super Shorty in game.]]&lt;br /&gt;
[[file:Bf4 hd Serbu Super Shorty holding.jpg|thumb|none|600px|The player holds the &amp;quot;Serbu Super Shorty&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd Serbu Super Shorty reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Serbu Super Shorty&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd Serbu Super Shorty reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Serbu Super Shorty&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==UTAS UTS-15==&lt;br /&gt;
The [[UTAS UTS-15]] appears in multiplayer. It is the weakest in terms of the primary pump action shotguns but has the highest capacity and the most range and tightest spread by default. It requires 48000 shotgun score to unlock.&lt;br /&gt;
[[Image:UTAS UTS-15.jpg|thumb|none|400px|UTAS UTS-15 - 12 Gauge]]&lt;br /&gt;
[[Image:BF4 UTS15 01.jpg|thumb|none|600px|The UTS-15 in the &amp;quot;Levolution&amp;quot; trailer, with a night vision optic and canted ironsights.]]&lt;br /&gt;
[[Image:BF4UTS15Menu.jpg|thumb|none|600px|The UTS-15 in the multiplayer weapon customization menu.]]&lt;br /&gt;
[[Image:BF4UTS15Hold.jpg|thumb|none|600px|The UTS-15 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4UTS15ReloadLeft.jpg|thumb|none|600px|The player reloads the left magazine tube ...]]&lt;br /&gt;
[[Image:BF4UTS15ReloadRight.jpg|thumb|none|600px|... and then the right one, apparently opening and closing the dust cover every time.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
This category generally spans the in-game weapon classes of assault rifles, designated marksmen rifles, and carbines. Assault rifles are exclusive to the Assault class, while carbines and DMRs are an all-kit weapon. DMRs feature higher damage and range but are semi-auto only, limiting their close-range effectiveness. The entire selection of attachments and close to medium-range optics are available to equip, and some assault rifles can directly mount an M320 or an M26 MASS.&lt;br /&gt;
&lt;br /&gt;
==5.56A-91==&lt;br /&gt;
The [[5.56A-91]] returns in multiplayer as a carbine. It once again has the incorrect designation of &amp;quot;A-91&amp;quot;, but this time around, it seems to also be incorrectly chambered in 5.45x39mm, possibly indicating a fictional future variant. It requires 28000 carbine score to unlock.&lt;br /&gt;
[[Image:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4A9101.jpg|thumb|none|600px|Stock A-91 with Hexagon Naval paint in the loadout menu. The integral 40mm grenade launcher is removed.]]&lt;br /&gt;
[[Image:BF4A9102.jpg|thumb|none|600px|A-91 being held.]]&lt;br /&gt;
[[Image:BF4A9103.jpg|thumb|none|600px|A-91 iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==AEK-971==&lt;br /&gt;
When Recker is falling through the building, an [[AEK rifle series#AEK-971|AEK-971]] is seen on the ground. In multiplayer, it features a high rate of fire but is harder to control than most other rifles. It requires a score of 28000 points earned with assault rifles to unlock.&lt;br /&gt;
[[file:Aek971 545.jpg|thumb|none|400px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[file:Bf4 hd AEK-971 menu.jpg|thumb|none|600px|AEK-971 in game.]]&lt;br /&gt;
[[file:Bf4 hd AEK-971 holding.jpg|thumb|none|600px|The player holds the AEK-971.]]&lt;br /&gt;
[[file:Bf4 hd AEK-971 aim.jpg|thumb|none|600px|The player aims the AEK-971.]]&lt;br /&gt;
[[file:Bf4 hd AEK-971 reloading 1.jpg|thumb|none|600px|The player reloads the AEK-971.]]&lt;br /&gt;
[[file:Bf4 hd AEK-971 reloading 2.jpg|thumb|none|600px|The player reloads the AEK-971.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12==&lt;br /&gt;
The [[AK-12|AK-12]] is available in the game as the starting assault rifle for all factions. It appears to replace the AK-74M from ''Battlefield 3''. The AK-12 has a similar ability to the AN-94 from previous Battlefield games - selecting burst fire will allow the weapon to fire a two-round burst at 750 RPM instead of its default 650 RPM. &lt;br /&gt;
[[file:Ak-12.jpg|thumb|none|400px|AK-12 - 5.45x39mm]]&lt;br /&gt;
[[file:Bf4 hd AK12 menu.jpg|thumb|none|600px|AK-12 in game.]]&lt;br /&gt;
[[file:Bf4 hd AK12 holding.jpg|thumb|none|600px|The player holds the AK-12.]]&lt;br /&gt;
[[file:Bf4 hd AK12 aim.jpg|thumb|none|600px|The player aims the AK-12.]]&lt;br /&gt;
[[file:Bf4 hd AK12 reloading 1.jpg|thumb|none|600px|The player reloads AK-12.]]&lt;br /&gt;
[[file:Bf4 hd AK12 reloading 2.jpg|thumb|none|600px|The player reloads AK-12. Despite the ambidextrous charging handle, the player uses the underhand reload technique to charge it from the right side.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12U==&lt;br /&gt;
The AK-12U, a carbine version of the [[AK-12]] with a shortened gas system and barrel also appears in the game, and has stats similar to the Ak 5C, but with a slightly slower rate of fire. It is referred to as &amp;quot;AKU-12&amp;quot; in-game, and requires 19000 carbine score to unlock.&lt;br /&gt;
[[File:AK-12U.jpg|thumb|none|400px|AK-12U - 5.45x39mm]]&lt;br /&gt;
[[File:Bf4 hd ak-12u menu.jpg|thumb|none|600px|AK-12U in game.]]&lt;br /&gt;
[[Image:BF4AKU12Hold.jpg|thumb|none|600px|The AK-12U in the hands of the player.]]&lt;br /&gt;
[[Image:BF4AKU12Reload.jpg|thumb|none|600px|The player reloads the AK-12U. Despite the ambidextrous charging handle, the player uses the underhand reload technique to charge it from the right side.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] debuts in the Spring 2015 Patch. The burst fire is set to 1000 rounds per minutes and when it's on fully automatic mode, the first 2 shots does not fire at burst speed, unlike in the previous game. &lt;br /&gt;
[[file:An94-1.jpg|thumb|none|400px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[file:BF4AN94Loadout.jpg|thumb|none|600px|AN-94 in the load-out menu.]]&lt;br /&gt;
[[file:BF4AN94Hold.jpg|thumb|none|600px|The player holds the AN-94.]]&lt;br /&gt;
[[file:BF4AN94Iron.jpg|thumb|none|600px|The player aims the AN-94.]]&lt;br /&gt;
[[file:BF4AN94rReload.jpg|thumb|none|600px|The player reloads the AN-94.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears as a PDW in the Second Assault DLC and is accessible only to Engineers. It is integrally suppressed, so no other barrel attachments are available. It is unlocked via the &amp;quot;Co-pilot&amp;quot; assignment, and is also the only returning PDW to not use its high-capacity magazine, instead making do with its standard-capcity 20-round mag. It is erroneously depicted with an optional three-round burst mode, a feature that the real AS Val does not have.&lt;br /&gt;
[[Image:As val1.jpg|thumb|none|400px|AS Val - 9x39mm]]&lt;br /&gt;
[[Image:BF4ASVAL01.jpg|thumb|none|600px|Stock AS Val in the loadout menu. When attaching lights, lasers, or grips, a custom mount clamped to the barrel is used.]]&lt;br /&gt;
[[Image:BF4ASVAL02.jpg|thumb|none|600px|AS Val being held.]]&lt;br /&gt;
[[Image:BF4ASVAL03.jpg|thumb|none|600px|AS Val iron sight. Note the green tritium dots that glow in dark environments.]]&lt;br /&gt;
[[Image:BF4ASVALReload.jpg|thumb|none|600px|Reloading the AS Val. The player uses the new magazine to engage the mag release lever, which drops the old magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta ARX-160==&lt;br /&gt;
The [[Beretta ARX-160]] appears in the Naval Strike DLC as the &amp;quot;AR-160&amp;quot; assault rifle, holding 30+1 rounds.'''The glitched weapon model is much smaller in size compared to other weapons, though not noticeable in first person (if no attachments are equipped) due to scaling.''' It requires the completion of the &amp;quot;Spare Time Sniper&amp;quot; assignment.&lt;br /&gt;
[[image:BerettaARX160.jpg|thumb|none|400px|Beretta ARX-160 - 5.56x45mm]]&lt;br /&gt;
[[Image:BF4NSARX.jpg|thumb|none|600px|The Assault on the back of the hovercraft fires an ARX-160 fitted with an ACOG and Magpul AFG, note how the soldier is gripping the magazine instead of the actual grip.]]&lt;br /&gt;
[[image:BF4AR16002.jpg|thumb|none|600px|Stock ARX-160.]]&lt;br /&gt;
[[image:BF4AR16003.jpg|thumb|none|600px|ARX-160 being held.]]&lt;br /&gt;
[[image:BF4AR16004.jpg|thumb|none|600px|ARX-160 iron sight.]]&lt;br /&gt;
[[image:BF4ARX160Reload.jpg|thumb|none|600px|Reloading the ARX-160. On a reload from empty, the player ignores the more efficient bolt release in the trigger guard and simply pulls on the charging handle.]]&lt;br /&gt;
[[image:BF4AR16005.jpg|thumb|none|600px|A teensy weensy wifle... and a CZ 805 BREN for scale.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5C==&lt;br /&gt;
The [[FN FNC#Bofors Ak 5 / AK 5C / AK5D|Bofors Ak 5C]] is seen during the &amp;quot;Angry Sea&amp;quot; singleplayer gameplay reveal, and during the Siege of Shanghai multiplayer footage. It is the default starting carbine for all factions, once unlocked through progression of the Engineer class. The Ak 5C is regarded as an excellent all-around carbine with a good rate of fire, controllability, and accuracy. It requires a score of 15000 Engineer points to unlock.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|400px|Ak 5C - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd AK-5C menu.jpg|thumb|none|600px|Bofors Ak 5C in game.]]&lt;br /&gt;
[[file:Bf4 hd AK-5C holding.jpg|thumb|none|600px|The player holds the Ak 5C.]]&lt;br /&gt;
[[file:Bf4 hd AK-5C aim.jpg|thumb|none|600px|The player aims the Ak 5C.]]&lt;br /&gt;
[[file:Bf4 hd AK-5C reloading 1.jpg|thumb|none|600px|The player reloads the Ak 5C.]]&lt;br /&gt;
[[file:Bf4 hd AK-5C reloading 2.jpg|thumb|none|600px|The player reloads the Ak 5C. On an empty reload, the player depresses the bolt release on the side of the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster/Remington ACR==&lt;br /&gt;
The [[Bushmaster ACR#Bushmaster ACR|Bushmaster ACR]] with the 14.5&amp;quot; barrel returns from ''Battlefield 3'' as the &amp;quot;ACW-R&amp;quot; carbine, but this time it's chambered in 5.56x45mm NATO with a full 30 rounds. It appears to have an upper receiver group reminiscent of the government-only Remington ACR with a civilian Bushmaster lower fitted with a fixed stock. The ACR is the first carbine unlocked after the Ak 5C, requiring 4000 carbine score. &lt;br /&gt;
[[file:Bushmasteracrentry.jpg|thumb|none|400px|Bushmaster ACR (civilian legal) - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd ACR menu.jpg|thumb|none|600px|The ACR in game. Note the Remington-style railed forend and AAC Blackout flash hider.]]&lt;br /&gt;
[[file:Bf4 hd ACR holding.jpg|thumb|none|600px|The player holds the ACR.]]&lt;br /&gt;
[[file:Bf4 hd ACR aim.jpg|thumb|none|600px|The player aims the ACR.]]&lt;br /&gt;
[[file:Bf4 hd ACR reloading 1.jpg|thumb|none|600px|The player reloads the Bushmaster ACR.]]&lt;br /&gt;
[[File:Bf4 hd ACR reloading 2.jpg|thumb|none|600px|The player reloads the Bushmaster ACR. On a reload from empty, the player character uses the right side of the bolt release with his trigger finger, unlike Battlefield 3.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4 MWS==&lt;br /&gt;
The [[M16 rifle series#M16A4 Rifle|Colt M16A4 MWS]] returns with less wear but without its full-auto M16A3 counterpart. In initial gameplay footage, Recker is seen using an M16A4 in the campaign level &amp;quot;Baku&amp;quot;; in the final game, Recker's starting rifle is the [[FN SCAR#FN SCAR-H|FN SCAR-H]]. You unlock the M16A4 with 59,000 assault rifle points in multiplayer.&lt;br /&gt;
[[file:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|400px|none|Colt M16A4 MWS (Modular Weapon System) with KAC M5 railed handguards, AN/PEQ-2 IR designator, KAC RIS foregrip, and Trijicon TA01 4x32 ACOG scope - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd Colt M16A4 menu.jpg|thumb|none|600px|Colt M16A4 MWS in game. Note the selector switch set to semi and the Hogue pistol grip.]]&lt;br /&gt;
[[file:Bf4 hd Colt M16A4 holding.jpg|thumb|none|600px|The player holds the M16A4.]]&lt;br /&gt;
[[file:Bf4 hd Colt M16A4 aim.jpg|thumb|none|600px|The player aims the M16A4. The sight is set to the small-aperture ring but incorrectly has a large-aperture opening.]]&lt;br /&gt;
[[file:Bf4 hd Colt M16A4 reloading 1.jpg|thumb|none|600px|The player reloads the M16A4.]]&lt;br /&gt;
[[file:Bf4 hd Colt M16A4 reloading 2.jpg|thumb|none|600px|The player reloads the M16A4.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4 Carbine==&lt;br /&gt;
Pac uses an [[M16_rifle_series#M4.2FM4A1_Carbine|M4A1]] in initial gameplay footage, firing in full auto. In the final game, however, only the M4 is available, firing in semi-automatic and 3-round bursts with no automatic option. It features some modifications such as a Hogue pistol grip and a VLTOR retractable stock. You unlock the M4 via 59,000 carbine points.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|Colt M4A1 Carbine with M68 optic and Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]]&lt;br /&gt;
[[Image:BF4Pac01.jpg|thumb|600px|none|Pac firing off the M4A1.]]&lt;br /&gt;
[[Image:BF4M401.jpg|thumb|600px|none|Stock M4 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4M402.jpg|thumb|600px|none|M4 being held.]]&lt;br /&gt;
[[Image:BF4M403.jpg|thumb|600px|none|M4 iron sight. Like the M16A4, the sight is set to the small-aperture ring but incorrectly has a large-aperture opening.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A1==&lt;br /&gt;
The [[CZ 805 BREN|CZ 805 BREN A1]] appears in the standard A1-length configuration. It holds 30+1 rounds and is the last assault rifle to be unlocked, requiring 71000 assault rifle score.&lt;br /&gt;
[[file:CZ805bren-a1.jpg|thumb|400px|none|CZ 805 BREN A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd Bren 805 menu.jpg|thumb|none|600px|CZ 805 BREN A1 in game, note the HK steel magazine, indicating that a STANAG magazine housing was installed.]]&lt;br /&gt;
[[file:Bf4 hd Bren 805 holding.jpg|thumb|none|600px|The player holds the CZ 805 BREN A1.]]&lt;br /&gt;
[[file:Bf4 hd Bren 805 aim.jpg|thumb|none|600px|The player aims the CZ 805 BREN A1.]]&lt;br /&gt;
[[file:Bf4 hd Bren 805 reloading 1.jpg|thumb|none|600px|The player reloads the CZ 805 BREN A1.]]&lt;br /&gt;
[[file:Bf4 hd Bren 805 reloading 2.jpg|thumb|none|600px|The player reloads the CZ 805 BREN A1.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[Enfield L85 rifle series|L85A2]] is included in the China Rising DLC pack. This version features updates like a Daniel Defense RIS and holds 30+1 rounds. It requires the completion of the &amp;quot;Open Fire&amp;quot; assignment to unlock.&lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|400px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[Image:BF4L8501.jpg|thumb|none|600px|The L85A2 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4L8502.jpg|thumb|none|600px|L85A2 being held.]]&lt;br /&gt;
[[Image:BF4L8503.jpg|thumb|none|600px|L85A2 iron sight.]]&lt;br /&gt;
[[Image:BF4L85A2Reload.jpg|thumb|none|600px|Reloading the L85A2. On an empty reload, the player reaches over to charge the weapon, then taps the charging handle to make sure it's fully seated.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Surbaissé==&lt;br /&gt;
The [[FAMAS#FAMAS FELIN|FAMAS Surbaissé]] is an available assault rifle in the game, requiring 37,000 Assault Rifle score to unlock. It features the highest rate of fire (1000 RPM) for any rifle, but is balanced by its 25-round straight magazine and high recoil. The factory integral bipod can be equipped, though its practical usefulness is questionable.&lt;br /&gt;
[[Image:Famas-felin.jpg|thumb|none|400px|FAMAS Surbaissé with infrared scope - 5.56x45mm]]&lt;br /&gt;
[[file:Bf4 hd famas menu.jpg|thumb|none|600px|FAMAS Surbaissé in game.]]&lt;br /&gt;
[[file:Bf4 hd famas holding.jpg|thumb|none|600px|The player holds the FAMAS Surbaissé.]]&lt;br /&gt;
[[file:Bf4 hd famas aim.jpg|thumb|none|600px|The player aims to FAMAS Surbaissé.]]&lt;br /&gt;
[[file:Bf4 hd famas reloading 1.jpg|thumb|none|600px|The player reloads the FAMAS Surbaissé.]]&lt;br /&gt;
[[file:Bf4 hd famas reloading 2.jpg|thumb|none|600px|The player reloads the FAMAS Surbaissé.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000]] is an unlockable gun from the Second Assault DLC. This time around you can equip the factory 1.6x optic shroud on the rails as an alternative to the backup iron sights after unlocking the weapon via the &amp;quot;Express Train&amp;quot; assignment&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|400px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4F200001.jpg|thumb|none|600px|Stock F2000 with 1.6x magnification sight in the loadout menu.]]&lt;br /&gt;
[[Image:BF4F200002.jpg|thumb|none|600px|F2000 with 1.6x magnification sight being held.]]&lt;br /&gt;
[[Image:BF4F200003.jpg|thumb|none|600px|F2000 zoomed in on the 1.6x magnification sight.]]&lt;br /&gt;
[[Image:BF4F200004.jpg|thumb|none|600px|F2000 with backup iron sights being held.]]&lt;br /&gt;
[[Image:BF4F200005.jpg|thumb|none|600px|F2000 backup iron sights.]]&lt;br /&gt;
[[Image:BF4F2000Reload.jpg|thumb|none|600px|Reloading the F2000. The player uses the &amp;quot;HK-slap&amp;quot; technique for a reload from empty.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H]] appears as two versions - an assault rifle version and a longer-barreled designated marksman rifle version, called the &amp;quot;SCAR-H SV&amp;quot; in-game. In United States Special Operations Command it is type designated as the MK17 MOD0. The model has been updated from [[Battlefield 3]], brought in from Medal of Honor: Warfighter, and is a more accurate representation of the current generation SCAR-H. The version for the Assault kit is unlocked with 4000 assault rifle points while the DMR version requires 82000 DMR points.&lt;br /&gt;
[[file:FN SCAR-H STD.jpg|thumb|none|400px|FN SCAR-H (16&amp;quot; barrel) - 7.62x51mm NATO]]&lt;br /&gt;
[[file:SCAR-H Long Barrel.jpg|thumb|none|400px|FN SCAR-H (20&amp;quot; barrel) - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Bf4 hd scar-h menu.jpg|thumb|none|600px|Stock SCAR-H assault rifle in the loadout menu. Note the selector switch set to auto.]]&lt;br /&gt;
[[file:Bf4 hd scar-h holding.jpg|thumb|none|600px|The player holds the SCAR-H.]]&lt;br /&gt;
[[file:Bf4 hd scar-h aim.jpg|thumb|none|600px|The player aims the FN SCAR-H.]]&lt;br /&gt;
[[file:Bf4 hd scar-h reloading 1.jpg|thumb|none|600px|The player reloads FN SCAR-H.]]&lt;br /&gt;
[[file:Bf4 hd scar-h reloading 2.jpg|thumb|none|600px|The player reloads FN SCAR-H. Note the charging handle locked back, in its correct position just an inch forward of the complete rearward position.]]&lt;br /&gt;
[[file:BF4SCARHSV01.jpg|thumb|none|600px|Stock &amp;quot;SCAR-H SV&amp;quot; DMR in the loadout menu. The front sight is clipping through the rail extension, which is a Daniel Defense RIS II (compatible only with AR-15s) somehow mounted backwards, to include the mounting plate! However, attaching any optic removes the front sight, at least alleviating the clipping issue. Also note the selector switch set to semi.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36#Heckler &amp;amp; Koch G36C|Heckler &amp;amp; Koch G36C]] is an ultra-compact carbine variant of the [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36]]. It features a low rate of fire but good accuracy and controllability. It holds 30+1 rounds and requires a carbine score of 48000 to unlock.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4 G36C 01.jpg|thumb|none|600px|The G36C in the hands of the player. Note the absence of the front sight due to having an EOTech sight equipped.]]&lt;br /&gt;
[[Image:BF4G36C02.jpg|thumb|none|600px|Stock G36C in the loadout menu. Note the selector switch set to safe.]]&lt;br /&gt;
[[Image:BF4G36C03.jpg|thumb|none|600px|G36C being held.]]&lt;br /&gt;
[[Image:BF4G36C04.jpg|thumb|none|600px|G36C iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK rifle series#Heckler &amp;amp; Koch HK416|Heckler &amp;amp; Koch HK416]] returns from [[Battlefield 3]] and now has a longer 14.5&amp;quot; barrel and current-gen HK buttstock and grip. The new model, brought over from [[Medal of Honor: Warfighter]], is a far more accurate representation of current HK416 iterations. It is still called the &amp;quot;M416&amp;quot;, presumably to avoid trademark issues. It requires an assault rifle score of 11000 to unlock.&lt;br /&gt;
[[file:HK416 current.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:BF4HK416Menu.jpg|thumb|none|599px|Heckler &amp;amp; Koch HK416 in game. If viewed from the right side, the ejection port cover is incorrectly suspended in a half-open position.]]&lt;br /&gt;
[[file:BF4HK416Hold.jpg|thumb|none|599px|The player holds the HK416.]]&lt;br /&gt;
[[file:Bf4 hd HK416 aim.jpg|thumb|none|599px|The player aims the Heckler &amp;amp; Koch HK416. Note the HK-style drum sights, no longer used on current HK416s.]]&lt;br /&gt;
[[file:Bf4 hd HK416 reloading 1.jpg|thumb|none|599px|The player reloads the Heckler &amp;amp; Koch HK416.]]&lt;br /&gt;
[[file:BF4HK416Reload.jpg|thumb|none|599px|The player reloads the Heckler &amp;amp; Koch HK416. Note the selector switch set to auto.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE 21==&lt;br /&gt;
The [[Galil#Galil_ACE|IMI Galil ACE 21]] appears as the &amp;quot;ACE 21 CQB&amp;quot; and is classified as a carbine. It is the shorter-barreled variant of the ACE 23, and also holds 35+1 rounds. It requires a carbine score of 71000 to unlock.&lt;br /&gt;
[[Image:Galil ACE 21.jpg|thumb|none|400px|IMI Galil ACE 21 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4 ACE21 01.jpg|thumb|none|600px|The ACE 21 as seen in the &amp;quot;Paracel Storm&amp;quot; trailer.]]&lt;br /&gt;
[[Image:BF4ACE21Hold.jpg|thumb|none|600px|The ACE 21 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4ACE21Reload.jpg|thumb|none|600px|The player reloads the ACE 21. Unfortunately, a STANAG AR-15 magazine is used as evidenced by the magazine catch cutout. Galil ACE magazines are secured via the top of the magazine spine by rocking it in, like the Kalashnikov series of rifles.]]&lt;br /&gt;
[[Image:BF4ACE2104.jpg|thumb|none|600px|Stock ACE 21 CQB in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE 23==&lt;br /&gt;
The [[Galil#Galil_ACE|IMI Galil ACE 23]] appears as an assault rifle. It has a capacity of 35+1 rounds and is unlocked by completing the &amp;quot;Assault Expert&amp;quot; assignment.&lt;br /&gt;
[[file:IMI Galil ACE 23.jpg|thumb|none|400px|IMI Galil ACE 23 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd IMI Galil ACE 23 menu.jpg|thumb|none|600px|IMI Galil ACE 23 in game. Unfortunately, a STANAG AR-15 magazine is used as evidenced by the magazine catch cutout. Galil ACE magazines are secured via the top of the magazine spine by rocking it in, like the Kalashnikov series of rifles.]]&lt;br /&gt;
[[file:Bf4 hd IMI Galil ACE 23 holding.jpg|thumb|none|600px|The player holds the Galil ACE 23.]]&lt;br /&gt;
[[file:Bf4 hd IMI Galil ACE 23 aim.jpg|thumb|none|600px|The player aims the Galil ACE 23.]]&lt;br /&gt;
[[file:Bf4 hd IMI Galil ACE 23 reloading 1.jpg|thumb|none|600px|The player reloads the Galil ACE 23.]]&lt;br /&gt;
[[file:Bf4 hd IMI Galil ACE 23 reloading 2.jpg|thumb|none|600px|The player reloads the Galil ACE 23.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE 52==&lt;br /&gt;
The [[Galil#Galil_ACE|IMI Galil Ace 52]] appears as the &amp;quot;ACE 52 CQB&amp;quot; and is classified as a carbine. It is the most powerful of the carbines on a per shot basis, due to its 7.62x51mm NATO rounds but with the smallest capacity at 25+1. It requires a carbine score of 37000 to unlock.&lt;br /&gt;
[[Image:IMI Galil ACE 52.jpg|thumb|none|400px|IMI Galil ACE 52 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4ACE52Hold.jpg|thumb|none|600px|The ACE 52 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4ACE52Reload.jpg|thumb|none|600px|The player reloads the ACE 52.]]&lt;br /&gt;
[[Image:BF4ACE5203.jpg|thumb|none|600px|Stock &amp;quot;ACE 52 CQB&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE 53==&lt;br /&gt;
The [[Galil#Galil_ACE|IMI Galil Ace 53]] appears as the &amp;quot;ACE 53 SV&amp;quot; and is classified as a designated marksman rifle, firing in semi-auto only. Of the DMRs, it features the highest magazine capacity of 25+1. It requires a DMR score of 65000.&lt;br /&gt;
[[Image:Galil ACE 53.jpg|thumb|none|400px|IMI Galil ACE 53 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4ACE5301.jpg|thumb|none|600px|Stock &amp;quot;ACE 53 SV&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BF4ACE5302.jpg|thumb|none|600px|&amp;quot;ACE 53 SV&amp;quot; being held.]]&lt;br /&gt;
[[Image:BF4ACE5303.jpg|thumb|none|600px|&amp;quot;ACE 53 SV&amp;quot; iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95/MTAR-21==&lt;br /&gt;
The IWI [[Tavor TAR-21 rifle series|X95]] is a weapon that is included in the China Rising DLC and classified as a carbine. It is also known as the MTAR-21, and is referred to as such in the game. This variant fires 5.56x45mm NATO rounds and comes with the non-flattop standard configuration with a 13-inch barrel. It is the latest evolution of the Tavor series of rifles. It has a capacity of 30+1 rounds and requires the completion of the &amp;quot;Multi Talent&amp;quot; assignment to unlock.&lt;br /&gt;
&lt;br /&gt;
[[Image:IWI X95 5.45x39.jpg|thumb|none|400px|IWI X95R with 13-inch barrel and tan body - 5.45x39mm]]&lt;br /&gt;
[[Image:BF4MTAR01.jpg|thumb|none|600px|Stock X95 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4MTAR02.jpg|thumb|none|600px|X95 being held.]]&lt;br /&gt;
[[Image:BF4MTAR03.jpg|thumb|none|600px|X95 iron sight.]]&lt;br /&gt;
[[Image:BF4MTARReload.jpg|thumb|none|600px|Reloading the X95 from empty. A nice animation touch shows the handle sliding back a little with nothing to hold it in place, until the bolt is released, locking it back in the forward position - often mistakenly reported as a bug.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec RFB Target==&lt;br /&gt;
The 32&amp;quot; barreled Target variant of the [[Kel-Tec RFB]] is available as a DMR in multiplayer. A Daniel Defense RIS II, compatible only with the AR-15 platform, is erroneously mounted in front of the handguard. It is the first unlockable DMR in the game, being available once reaching 13000 points with the Recon kit.&lt;br /&gt;
[[Image:RFB-32.jpg|thumb|none|400px|Kel-Tec RFB Target - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Bf4 hd Kel-Tec RFB Target menu.jpg|thumb|none|600px|Kel-Tec RFB Target in game.]]&lt;br /&gt;
[[Image:BF4RFB02.jpg|thumb|none|600px|The RFB being held.]]&lt;br /&gt;
[[Image:BF4RFB03.jpg|thumb|none|600px|The RFB iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==M59/66 SKS==&lt;br /&gt;
The Yugoslavian M59/66 variant of the [[SKS rifle]] returns from ''Battlefield 3'' as a designated marksman rifle. The spigot-type grenade launcher muzzle differentiates the M59/66 from other SKS variants. The integral bayonet has been removed and has also been modified to accept detachable box magazines, holding 20 rounds in game. The original wood furniture is replaced with a modern synthetic one with a retractable AR-15 stock system. It requires a DMR score of 11000.&lt;br /&gt;
[[Image:Sks tapco stock.jpg|thumb|none|400px|Yugoslavian M59/66 SKS with Tapco furniture - 7.62x39mm]]&lt;br /&gt;
[[Image:BF4SKS01.jpg|thumb|none|600px|Stock SKS in the loadout menu. Evident here is the grenade launcher muzzle device (a function not utilized in the game).]]&lt;br /&gt;
[[Image:BF4SKS02.jpg|thumb|none|600px|SKS being held.]]&lt;br /&gt;
[[Image:BF4SKS03.jpg|thumb|none|600px|SKS iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul_PDR#Magpul_PDR-C|Magpul PDR-C]] returns from ''Battlefield 3'', this time as an Engineer-only PDW. The Magpul PDR series was only intended as a design study and never made it past the development stage. Perhaps the game assumes its production in the near future. Unlike most PDW style weapons, it is chambered in the NATO standard 5.56x45mm round with forward ejection, and a utilizes a 12&amp;quot; barrel. It requires a score of 28000 with PDWs to unlock.&lt;br /&gt;
[[Image:MagpulpdrC.jpg|thumb|none|400px|Magpul PDR-C concept with optics removed and 20-round polymer magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4PDWR01.jpg|thumb|none|600px|The PDR-C in the multiplayer weapons customization menu. The 30-round polymer magazine is reminiscent of the Magpul EMAG.]]&lt;br /&gt;
[[Image:BF4PDRHold.jpg|thumb|none|600px|The PDR-C in the hands of the player.]]&lt;br /&gt;
[[Image:BF4PDRReload1.jpg|thumb|none|600px|The player reloads the PDR-C.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-95-1/QBB-95 Hybrid==&lt;br /&gt;
The so called &amp;quot;QBZ-95-1&amp;quot; in Battlefield 4 is actually an [[Norinco QB rifle series#Norinco QBB-95|Norinco QBB-95]] using 30-round magazines, lacking the new foregrip design and featuring the fire-selector on the stock, not above the grip like a real QBZ-95-1. It is unlocked by completing the &amp;quot;To Valhalla&amp;quot; campaign assignment. There is also a short-barreled version of this hybrid called the &amp;quot;Type 95B-1&amp;quot;, and is the last carbine unlocked, requiring 83000 carbine score.&lt;br /&gt;
[[File:QBB95.jpg|thumb|none|400px|Norinco QBB-95 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|400px|A real Norinco QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[file:Bf4 hd QBZ-95-1 menu.jpg|thumb|none|600px|QBZ-95-1/QBB-95 hybrid in game.]]&lt;br /&gt;
[[file:Bf4 hd QBZ-95-1 holding.jpg|thumb|none|600px|The player holds the QBZ-95-1/QBB-95 hybrid.]]&lt;br /&gt;
[[file:Bf4 hd QBZ-95-1 aim.jpg|thumb|none|600px|The player aims the QBZ-95-1/QBB-95 hybrid.]]&lt;br /&gt;
[[file:Bf4 hd QBZ-95-1 reloading 1.jpg|thumb|none|600px|The player reloads the QBZ-95-1/QBB-95 hybrid.]]&lt;br /&gt;
[[file:Bf4 hd QBZ-95-1 reloading 2.jpg|thumb|none|600px|The player reloads the QBZ-95-1/QBB-95 hybrid.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
The [[OTs-14 Groza]] in included in the Spring 2015 Patch as a PDW called Groza-4 for the Engineer. It has a suppressor permanently attached. the 7.62x39 version of the gun is listed as a carbine name Groza-1.&lt;br /&gt;
[[file:OTs-14-4A-03.jpg|thumb|400px|none|OTs-14-4A-03 Groza - 9x39mm]]&lt;br /&gt;
[[file:BF4GROZA4Loadout.jpg|thumb|none|601px|Groza-4 in the load-out menu.]]&lt;br /&gt;
[[file:BF4GROZA4Hold.jpg|thumb|none|601px|The player holds the Groza-4.]]&lt;br /&gt;
[[file:BF4GROZA4Iron.jpg|thumb|none|601px|The player aims the Groza-4.]]&lt;br /&gt;
[[file:BF4GROZA4Reload.jpg|thumb|none|601px|The player reloads Groza-4.]]&lt;br /&gt;
[[file:BF4GROZA1Loadout.jpg|thumb|none|601px|Groza-1 in the load-out menu.]]&lt;br /&gt;
[[file:BF4GROZA1Hold.jpg|thumb|none|601px|The player holds the Groza-4.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 550|SIG SG 553]] returns from [[Battlefield 3]] as an unlockable carbine. It requires a carbine score of 11000.&lt;br /&gt;
[[Image:SIG SG 553-2.jpg|thumb|none|400px|SIG SG 553 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd SIG SG 553 menu.jpg|thumb|none|600px|SIG SG 553 in game. Note the strange upwards cant of the stock.]]&lt;br /&gt;
[[Image:BF4SG55302.jpg|thumb|none|600px|SG 553 being held.]]&lt;br /&gt;
[[Image:BF4SG55303.jpg|thumb|none|600px|SG 553 iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==SRSS BullDog 762==&lt;br /&gt;
The [[M14_Rifle#SRSS_BullDog_762|SRSS BullDog 762]] appears as the &amp;quot;Bulldog&amp;quot; in the Dragon's Teeth DLC, complimenting the SCAR-H as the only 7.62x51mm NATO assault rifles in the game. It is unlocked via the &amp;quot;Lions and Tigers and Bea...&amp;quot; assignment.&lt;br /&gt;
[[Image:Bulldog762.jpg|thumb|none|400px|SRSS BullDog 762 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4Bulldog01.jpg|thumb|none|600px|Stock SRSS BullDog 762 in the customization menu.]]&lt;br /&gt;
[[Image:BF4Bulldog02.jpg|thumb|none|600px|Player holding the Bulldog.]]&lt;br /&gt;
[[Image:BF4Bulldog03.jpg|thumb|none|600px|Bulldog's iron sight.]]&lt;br /&gt;
[[Image:BF4Bulldog04.jpg|thumb|none|600px|Reloading is done by flicking away the old magazine with a fresh one.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG#Steyr AUG A3|Steyr AUG A3]] returns again as an assault rifle, holding 30+1 rounds. Unlike in [[Battlefield 3]], it cannot mount the M26 MASS but can still mount the M320. It requires 48000 score earned with assault rifles.&lt;br /&gt;
[[file:6.Steyr AUG A3.jpg|thumb|none|400px|Steyr AUG A3 18-inch barrel with Surefire M900 weaponlight foregrip and EOTech red dot sight - 5.56x45mm.]]&lt;br /&gt;
[[file:Bf4 hd aug-a3 menu.jpg|thumb|none|600px|Steyr AUG A3 in game. Note the lack of any muzzle device on the barrel.]]&lt;br /&gt;
[[file:Bf4 hd auga3holding.jpg|thumb|none|600px|The player holds the AUG A3.]]&lt;br /&gt;
[[file:Bf4 hd aug-a3 aim.jpg|thumb|none|600px|The player aims the AUG A3. This appears to be a reversed A2-style rear sight.]]&lt;br /&gt;
[[file:Bf4 hd aug-a3 reloading 1.jpg|thumb|none|600px|The player reloads the AUG A3.]]&lt;br /&gt;
[[file:Bf4 hd aug-a3 reloading 2.jpg|thumb|none|600px|The player reloads the AUG A3. On a reload from empty, the player depresses the bolt release instead of using the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==STK SAR 21==&lt;br /&gt;
The [[SAR 21|STK SAR 21]] is an unlockable assault rifle. It features a low but highly controllable rate of fire, and good accuracy. It has a capacity of 30+1 rounds. Note that the variant used in game is the SAR 21 MMS (Modular Mounting System). It requires 19000 score with assault rifles.&lt;br /&gt;
[[file:SAR-21 MMS rifle.jpg|thumb|none|400px|STK SAR 21 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:BF4SAR21Menu.jpg|thumb|none|599px|STK SAR 21 in game.]]&lt;br /&gt;
[[file:BF4SAR21Hold.jpg|thumb|none|599px|The player holds the SAR 21.]]&lt;br /&gt;
[[file:Bf4 hd CIS SAR 21 aim.jpg|thumb|none|600px|The player aims the SAR 21.]]&lt;br /&gt;
[[file:BF4SAR21Reload.jpg|thumb|none|599px|The player reloads the SAR 21.]]&lt;br /&gt;
[[file:Bf4 hd CIS SAR 21 reloading 2.jpg|thumb|none|600px|The player reloads SAR 21.]]&lt;br /&gt;
&lt;br /&gt;
==SVK-12==&lt;br /&gt;
The SVK-12 appears as a designated marksman rifle version of the AK-12. It features the lowest capacity of all DMRs with 15+1 rounds, but has the fastest velocity, making shots easier to land at long range. In-game it is referred to as the &amp;quot;SVD-12&amp;quot; and is listed to use 7.62×54mmR cartridges, a caliber not available to any AK-12 variant, but correct for the [[SVD Dragunov]]. It requires a DMR score of 19000 to unlock.&lt;br /&gt;
[[Image:Ak-12 7.62x51mm.jpg|thumb|none|400px|AK-12 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4SVD12Hold.jpg|thumb|none|600px|The SVD-12 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4SVD12Reload.jpg|thumb|none|600px|The player reloads the SVD-12. Note the selector switch correctly set to semi.]]&lt;br /&gt;
[[Image:BF4SVD01.jpg|thumb|none|600px|Stock SVD-12.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
This category lists the light and medium / general-purpose machine guns available for the player to equip. All are limited only to the support class. Open bolt operation is correctly portrayed (with the exception of the Ultimax Mark 5) in the reload animations and the ammunition belt visibly depletes when approaching empty. Unlike ''[[Medal of Honor: Warfighter]]'', there is no overheating gameplay mechanic and the player may continuously fire as long as ammunition remains. Players may outfit all close and medium-range optics with the exception of canted iron sights. For the most part, when optics are equipped, the front sight assembly is removed. Compared to assault rifles and carbines, machine guns deal greater suppression to enemies and have lower first round recoil multipliers.&lt;br /&gt;
&lt;br /&gt;
==AAI LSAT Light Machine Gun==&lt;br /&gt;
The [[LSAT|AAI LSAT Light Machine Gun]] (Lightweight Small Arms Technologies) returns from ''[[Battlefield 3]]''. It is currently in the developmental stages to demonstrate the latest in lightweight LMG design. This is mainly achieved via two new types of ammunition - a cased telescoped 5.56mm round (as shown in the ''Battlefield'' series) and a caseless 5.56mm variant. Interestingly, a round counter developed with the LSAT does not make an appearance in game. It requires 11000 LMG score to unlock.&lt;br /&gt;
[[Image:LSAT.jpg|thumb|none|400px|AAI LSAT Light Machine Gun with sights removed - 5.56x45mm Caseless]]&lt;br /&gt;
[[file:Bf4 hd AAI LSAT menu.jpg|thumb|none|600px|AAI LSAT Light Machine Gun in game.]]&lt;br /&gt;
[[Image:BF4LSATHold.jpg|thumb|none|600px|The LSAT LMG in the hands of the player. Note the polymer cased telescoped rounds.]]&lt;br /&gt;
[[Image:BF4LSATReload.jpg|thumb|none|600px|The player reloads the LSAT LMG.]]&lt;br /&gt;
&lt;br /&gt;
== Ares-16 MCR ==&lt;br /&gt;
The [[Ares-16 MCR]] appears as the &amp;quot;AWS&amp;quot; and is a weapon introduced in Naval Strike DLC. It is fitted with a 100-round C-Mag giving it a 100+1 capacity, providing more ammo than the Norinco QBB-95-1 as a magazine-fed light machine gun (and a much higher rate of fire too). It is unlocked via the &amp;quot;Swiss Cheese&amp;quot; assignment.&lt;br /&gt;
[[Image:ARES-16-MCR.jpg|thumb|none|400px|Ares Defense Ares-16 MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4AWR01.jpg|thumb|none|600px|The &amp;quot;AWS&amp;quot; in the loadout menu. Note the selector switch set to safe and the Magpul CTR stock.]]&lt;br /&gt;
[[Image:BF4AWR02.jpg|thumb|none|600px|&amp;quot;AWS&amp;quot; being held.]]&lt;br /&gt;
[[Image:BF4AWR03.jpg|thumb|none|600px|&amp;quot;AWS&amp;quot; iron sight. The windage adjustment knob on the right side should have serrated edges, and note the absence of threading on the bolt that the rear aperture is attached to.]]&lt;br /&gt;
[[Image:BF4AWSReload.jpg|thumb|none|600px|Reloading the &amp;quot;AWS&amp;quot;. With the C-Mag removed, the lack of detail on the lower receiver is evident - the front push-pin, magazine catch bar, and front trigger pin are all missing.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG4]] is the standard light machine gun for the German Bundeswehr (military), gas operated, belt-fed, and fires the 5.56x45mm NATO round. It appears as the standard full length version and is the last LMG to be unlocked in multiplayer, with a required LMG score of 48000.&lt;br /&gt;
[[Image:H&amp;amp;KMG4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MG4 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4MG4Menu.jpg|thumb|none|600px|The MG4 in the multiplayer weapons customization menu.]]&lt;br /&gt;
[[Image:BF4 HKMG4 04.jpg|thumb|none|600px|The MG4 being fired at an enemy.]]&lt;br /&gt;
[[Image:BF4 HKMG4 01.jpg|thumb|none|600px|The player fires an MG4 fitted with an EOTech 552 holographic sight in the &amp;quot;Paracel Storm&amp;quot; trailer.]]&lt;br /&gt;
[[Image:BF4 HKMG4 02.jpg|thumb|none|600px|The player holds an MG4 fitted with a night vision optic in the &amp;quot;Levolution&amp;quot; trailer.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[FN MAG#M240 Machine Gun|M240B]] returns from ''[[Battlefield 3]]''. It is the standard medium machine gun of the United States Army, chambered in 7.62x51mm NATO and a derivative of the [[FN MAG]], one of the most widely fielded machine guns in the world. It requires 37000 LMG score. In the Dragon's Teeth DLC, a M240 variant is mounted on the &amp;quot;RAWR&amp;quot;, Battlefield 4's version of the MAARS robot.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|400px|FN M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4M240Menu.jpg|thumb|none|600px|The M240B in the multiplayer weapons customization menu.]]&lt;br /&gt;
[[Image:BF4M240Hold.jpg|thumb|none|600px|The M240B in the hands of the player. Note the &amp;quot;Bravo Team&amp;quot; labeling on the box magazine.]]&lt;br /&gt;
[[Image:BF4M240Reload.jpg|thumb|none|600px|The player reloads the M240B.]]&lt;br /&gt;
[[Image:BF4M24005.jpg|thumb|none|600px|The &amp;quot;RAWR&amp;quot; mounting a M240 variant.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW PIP==&lt;br /&gt;
The FN M249 SAW returns from ''[[Battlefield 3]]''. A derivative of the [[FN Minimi]], it is the standard light machine gun of the various branches of the United States military. This variant features the Product Improvement Package (PIP) which includes an updated retractable stock, railed handguard assembly, and a short barrel. Interestingly, the United States Marine Corps, as shown in this game, currently fields the [[Heckler &amp;amp; Koch HK rifle series#Heckler &amp;amp; Koch M27 IAR|M27 Infantry Automatic Rifle]] (previously in [[Battlefield 3]]) as a partial replacement for the M249. The game incorrectly depicts the 100-round soft bag magazine as holding 200 rounds. It is not unlocked through multiplayer, requring completion of the &amp;quot;Final Duty&amp;quot; campaign achievement.&lt;br /&gt;
[[file:M249_Para_ACOG.jpg|thumb|none|400px|FN M249 SAW PIP (Product Improvement Package) with retractable stock, railed foregrip, and short barrel - 5.56x45mm]]&lt;br /&gt;
[[file:Bf4 hd FN M249 SAW menu.jpg|thumb|none|600px|FN M249 SAW PIP in game.]]&lt;br /&gt;
[[Image:BF4M249Hold.jpg|thumb|none|600px|The M249 SAW PIP in the hands of the player.]]&lt;br /&gt;
[[Image:BF4M249Reload.jpg|thumb|none|600px|The player reloads the M249 SAW.]]&lt;br /&gt;
&lt;br /&gt;
==L86A2==&lt;br /&gt;
The [[L86A2]] returns from BF3 in the Spring 2015 Patch.&lt;br /&gt;
[[Image:Image-SA80-L86A2.jpg|thumb|none|400px|L86A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF4L86A2Loadout.jpg|thumb|none|600px|The L86A2 in the multiplayer weapons customization menu.]]&lt;br /&gt;
[[Image:BF4L86A2Hold.jpg|thumb|none|600px|The L86A2 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4L86A2Reload.jpg|thumb|none|600px|The player reloads the L86A2.]]&lt;br /&gt;
[[Image:BF4L86A2Iron.jpg|thumb|none|600px|The player aims the L86A2.]]&lt;br /&gt;
&lt;br /&gt;
==M60E4/MK43 MOD1==&lt;br /&gt;
The [[M60E4]] is a medium machine gun released with the Second Assault DLC. It is an updated version of the M60, previously the standard general purpose machine gun of the United States armed forces - type classified as the MK43 MOD1. It requires the completion of the &amp;quot;Dust Devil&amp;quot; assignment to unlock.&lt;br /&gt;
[[Image:M60E4-mk43.jpg|thumb|none|400px|M60E4/MK43 MOD1 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4M6001.jpg|thumb|none|600px|Stock M60E4 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4M6002.jpg|thumb|none|600px|The M60E4 being held.]]&lt;br /&gt;
[[Image:BF4M6003.jpg|thumb|none|600px|The M60E4 iron sight. Note the ridiculous misalignment.]]&lt;br /&gt;
[[Image:BF4M60Reload.jpg|thumb|none|600px|Reloading the M60E4.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBB-95==&lt;br /&gt;
The [[Norinco QB rifle series#Norinco QBB-95|Norinco QBB-95]] returns from ''[[Battlefield 3]]'' as the &amp;quot;QBB-95-1&amp;quot;. It is the light machine gun variant of the Chinese Type 95 family of weapons and is fielded by the People's Liberation Army. It fires the Chinese 5.8x42mm round from either a 30-round box magazine or a 75-round drum magazine. It has the second-highest capacity of all magazine-fed weapons in the game. It is unlocked by acquiring 15,000 points with LMGs.&lt;br /&gt;
[[Image:QBB95.jpg|thumb|none|400px|Norinco QBB-95 - 5.8x42mm DBP87]]&lt;br /&gt;
[[file:Bf4 hd Norinco QBB-95 menu.jpg|thumb|none|600px|Norinco QBB-95 in game.]]&lt;br /&gt;
[[Image:BF4QBB95Hold.jpg|thumb|none|600px|The QBB-95 in the hands of the player. Following the Spring 2015 patch, the 80+1 capacity has been reduced to a correct 75+1.]]&lt;br /&gt;
[[Image:BF4QBB95Reload.jpg|thumb|none|600px|The player reloads the QBB-95. Unlike its other Type 95 counterparts in the game, the bolt does not lock back on the last round. Whether this is due to the drum magazine or an oversight by the animators remains unknown.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QJY-88==&lt;br /&gt;
The [[Norinco QJY-88]] returns from ''[[Battlefield 3]]''. It is a gas operated, belt-fed light machine gun currently in service with the Chinese People's Liberation Army. It fires the Chinese 5.8x42mm round. The QJY-88 is also known as (and referred to in-game as) the Type 88 LMG - not to be confused with the Type 88 sniper rifle ([[Norinco QB rifle series#Norinco QBU-88|Norinco QBU-88]]) that is also in the game. It is the first unlockable LMG, requiring a 4000 score with LMGs.&lt;br /&gt;
[[Image:Type88gpmg2.jpg|thumb|none|400px|Norinco QJY-88 - 5.8x42mm DBP87]]&lt;br /&gt;
[[file:Bf4 hd Norinco QJY-88 menu.jpg|thumb|none|600px|Norinco QJY-88 in game.]]&lt;br /&gt;
[[Image:BF4T88Hold.jpg|thumb|none|600px|The QJY-88 in the hands of the player.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PK Machine Gun#PKP Pecheneg Machine Gun|PKP Pecheneg]] is a gas-operated, belt-fed general purpose machine gun in limited service with the Russian Armed Forces and fires the 7.62x54mmR round. Like the earlier PK series of machine guns, it feeds from the right and ejects to the left, which is correctly portrayed in the game. It requires 19000 LMG score.&lt;br /&gt;
[[Image:Pecheneg.jpg|thumb|none|400px|PKP Pecheneg - 7.62x54mmR]]&lt;br /&gt;
[[file:Bf4 hd PKP Pecheneg menu.jpg|thumb|none|600px|PKP Pecheneg in game.]]&lt;br /&gt;
[[Image:BF4PechenegHold.jpg|thumb|none|600px|The PKP Pecheneg in the hands of the player.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK light machine gun|&amp;quot;RPK-74M&amp;quot;]] returns from ''[[Battlefield 3]]'' as part of the ''China Rising'' DLC. In actuality, the weapon model is the standard RPK, based on its wood furniture and magazine curvature. Following the Spring 2015 patch, the caliber has been changed to the correct 7.62x39mm and magazine reduced to an accurate 40 rounds. The RPK and RPK-74/74M are light machine gun variants of the AKM and AK-74/74M, respectively - all in use within the Russian Armed Forces and widely exported. As of the Summer 2015 patch, it has been properly renamed to simply RPK&lt;br /&gt;
&lt;br /&gt;
[[Image:rpk74m.jpg|thumb|none|400px|RPK-74M with 45-round box magazine and bipod folded - 5.45x39mm]]&lt;br /&gt;
[[Image:RPK_lmg.jpg|thumb|none|400px|RPK with 40-round box magazine and bipod deployed - 7.62x39mm M43]]&lt;br /&gt;
[[Image:BF4RPK01.jpg|thumb|none|600px|Stock RPK in the loadout menu. The cleaning rod port / guide that is found about halfway down the barrel is not modelled.]]&lt;br /&gt;
[[Image:BF4RPK02.jpg|thumb|none|600px|RPK being held.]]&lt;br /&gt;
[[Image:BF4RPK03.jpg|thumb|none|600px|RPK iron sight.]]&lt;br /&gt;
[[Image:BF4RPKReload.jpg|thumb|none|600px|Reloading the RPK. The player reaches underneath the weapon operate the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==RPK-12==&lt;br /&gt;
The RPK-12 is the light machine gun variant of the [[AK-12]], although currently, the real RPK-12 variant is only chambered in 7.62x39mm. The near-future setting of the game could indicate this as a future development. The game model appears to differ only in the barrel length and magazine. In-game it fires the same 5.45x39mm round and uses a 60-round quad-stack magazine that was developed for the AK-12. It is unlocked by completing the &amp;quot;Support Expert&amp;quot; assignment.&lt;br /&gt;
[[Image:RPK-12.jpg|thumb|none|400px|RPK-12 - 7.62x39mm]]&lt;br /&gt;
[[Image:BF4 RPK12 01.jpg|thumb|none|600px|A support class player holding an RPK-12 with a red paint finish spins around in time to shoot an enemy player approaching with a knife in the &amp;quot;Levolution&amp;quot; trailer.]]&lt;br /&gt;
[[Image:BF4RPK12Menu.jpg|thumb|none|600px|The RPK-12 in the multiplayer weapon customization menu. The longer barrel and the thicker profile of the 60-round magazine are evident in this screenshot.]]&lt;br /&gt;
[[Image:BF4RPK12Hold.jpg|thumb|none|600px|The RPK-12 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4RPK12Reload.jpg|thumb|none|600px|The player reloads the RPK-12. Despite an ambidextrous charging handle, the player uses the underhand technique to chamber a round from the right side.]]&lt;br /&gt;
&lt;br /&gt;
==STK Ultimax 100 Mark 5==&lt;br /&gt;
The [[Ultimax 100#Ultimax 100 Mark 5|STK Ultimax 100 Mark 5]] appears as the starting weapon for the Support class. In game, it is incorrectly depicted as a closed bolt weapon that can chamber a +1 round on top of its 30-round magazine. Actually, the Mark 5 fires from the open bolt, uncommon for modern magazine-fed weapons (the in-game model, when viewed from the right side, even shows the bolt locked back). The Mark 5 was submitted to compete in the USMC Infantry Automatic Rifle competition, although it was not selected. &lt;br /&gt;
[[file:Ultimax MK5.jpg‎|thumb|none|400px|STK Ultimax 100 Mk 5 with Grippod foregrip / bipod - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Bf4 hd STK Ultimax 100 Mark 5 menu.jpg|thumb|none|600px|Ultimax 100 Mark 5 in game. The backup rear sight is a KAC 300m flip-up iron sight.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
This category spans all of ''Battlefield 4'''s bolt action sniper rifles, and some precision-oriented semi-automatic rifles. Sniper rifles include all bolt-actions smaller than .50 caliber and the semi-auto FD338, and are exclusive to the Recon class only. These weapons have the entire selection of short to long-range optics available to equip, and some unique modifications such as laser range finders and straight-pull bolts. Designated marksmen rifles are available to all classes and fire in semi-auto. They cannot equip long-range optics. Additionally, the Barrett M107 and the AMR-2 are the two sniper rifle battle pickups in the game, both .50 caliber.&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]], in British military service as the L115A3, is an unlockable weapon in the ''China Rising'' DLC. Following the Spring 2015 patch, it fires the powerful .338 Lapua round from a 5-round magazine, giving it a 5+1 round capacity. It is improperly named as the &amp;quot;L96A1&amp;quot;, which is the 7.62x51mm NATO variant and the standard sniper rifle of the British Army.&lt;br /&gt;
&lt;br /&gt;
[[File:AI L115A3.jpg|thumb|none|400px|Accuracy International AWM-F - .338 Lapua]]&lt;br /&gt;
[[File:BF4 L96 01.jpg|thumb|none|600px|The &amp;quot;L96A1&amp;quot; in the loadout menu. Note the hinges that allow the stock to fold for easier transport.]]&lt;br /&gt;
[[File:BF4L9602.jpg|thumb|none|600px|&amp;quot;L96A1&amp;quot; being held.]]&lt;br /&gt;
[[File:BF4L96A1Reload.jpg|thumb|none|600px|Reloading the &amp;quot;L96A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==China South Industries Group AMR-2==&lt;br /&gt;
The [[AMR-2]] appears as a battle pickup in the game on select multiplayer maps. It is a bolt-action, 12.7x108mm Chinese sniper rifle that holds 5+1 rounds. It is called the &amp;quot;AMR-2&amp;quot;, &amp;quot;AMR-2 MID&amp;quot;, or &amp;quot;AMR-2 CQB&amp;quot;, depending on its optic configuration. A fictional laser range finder is always mounted (an AN/PEQ-11 with the rear end altered into a display).&lt;br /&gt;
[[Image:Amr-2 2.jpg|thumb|none|400px|AMR-2 - 12.7x108mm]]&lt;br /&gt;
[[Image:BF4AMR201.jpg|thumb|none|600px|AMR-2 being held.]]&lt;br /&gt;
[[Image:BF4AMR202.jpg|thumb|none|600px|Left side of AMR-2.]]&lt;br /&gt;
[[Image:BF4AMR203.jpg|thumb|none|600px|AMR-2 as a battle pickup.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M82 rifle series#Barrett M107|Barrett M107]] in-game is incorrectly dubbed as the &amp;quot;[[Barrett M82 rifle series#M82A3|M82A3]]&amp;quot;, despite it not having a raised top rail and lacking a rear grip and monopod socket. It is a semi-auto .50 BMG sniper rifle battle pickup in the game, called the &amp;quot;M82A3&amp;quot;, &amp;quot;M82A3 MID&amp;quot;, or &amp;quot;M82A3 CQB&amp;quot;, depending on its configuration. It holds a 10+1 round capacity, and comes with one extra magazine. The fictional laser range finder is always mounted (an AN/PEQ-11 with the rear end altered into a display).&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|400px|Barrett M107 - .50 BMG.]]&lt;br /&gt;
[[Image:BF4 M107 01.jpg|thumb|none|600px|The M107 in the &amp;quot;Paracel Storm&amp;quot; trailer. Note the &amp;quot;US Army&amp;quot; markings on the receiver - in the final build this is changed to &amp;quot;USMC&amp;quot; to match the American forces depicted in game.]]&lt;br /&gt;
[[Image:BF4M8202.jpg|thumb|none|600px|The M107 as a battle pickup.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett Model 98 Bravo==&lt;br /&gt;
The [[Barrett Model 98 Bravo#Barrett M98B|Barrett Model 98 Bravo]] returns from ''[[Battlefield 3]]'', once again called the &amp;quot;M98B&amp;quot;. This time around it correctly holds 10 rounds in the magazine, but unfortunately suffers from the &amp;quot;fat rail segment&amp;quot; ailment that afflicts many weapons that were ported over. It features the fastest bullet velocity of all the sniper rifles in the game. It requires a sniper rifle score of 34000 to unlock.&lt;br /&gt;
[[Image:0129481.jpg|thumb|none|400px|Barrett Model 98 Bravo - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BF4M98BHold.jpg|thumb|none|600px|The Barrett M98B in the hands of the player.]]&lt;br /&gt;
[[Image:BF4M9801.jpg|thumb|none|600px|Stock Barrett M98B with bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M-200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M-200 Intervention]] is an unlockable bolt-action sniper rifle and is called the &amp;quot;SRR-61&amp;quot; in the game, named for the Jordanian 61st Special Reconnaissance Regiment, or SRR-61, who use the rifle. It holds 7+1 rounds and is the last sniper rifle unlocked, requiring 42000 sniper rifle points.&lt;br /&gt;
[[Image:M200.jpg|thumb|none|400px|Cheyenne Tactical M-200 Intervention - .408 CheyTac]]&lt;br /&gt;
[[Image:BF4SRRHold.jpg|thumb|none|600px|The M-200 Intervention in the hands of the player.]]&lt;br /&gt;
[[Image:BF4SRRReload.jpg|thumb|none|600px|The player reloads the M-200 Intervention.]]&lt;br /&gt;
[[Image:BF4 M200 CheyTac 03.jpg|thumb|none|600px|An American Recon player holds an M-200 Intervention in the &amp;quot;This is ''Battlefield 4'' Multiplayer&amp;quot; trailer.]]&lt;br /&gt;
[[Image:BF4SRR02.jpg|thumb|none|600px|Stock &amp;quot;SRR-61&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Arms Stealth Recon Scout==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout]] is called the &amp;quot;338 Recon&amp;quot; in-game and is the only bullpup configuration sniper rifle. It has a capacity of 5+1 rounds and requires a sniper rifle score of 27000 to unlock.&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|400px|Desert Tactical Arms Stealth Recon Scout - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BF4388Hold.jpg|thumb|none|600px|The Stealth Recon Scout in the hands of the player.]]&lt;br /&gt;
[[Image:BF4388Reload.jpg|thumb|none|600px|The player reloads the Stealth Recon Scout.]]&lt;br /&gt;
[[Image:BF433802.jpg|thumb|none|600px|Stock Stealth Recon Scout with bipod.]]&lt;br /&gt;
&lt;br /&gt;
==F&amp;amp;D Defense FD338==&lt;br /&gt;
The [[F&amp;amp;D Defense FD338]], available in the Naval Strike DLC, is currently the only semi-automatic weapon in the sniper rifle category. It is called the &amp;quot;SR338&amp;quot; in the game, and has a capacity of 10+1 rounds. Despite firing .338 Lapua rounds, its damage model is significantly lower than its bolt-action .338 counterparts in order to balance its semi-auto advantage, to the point that it was the only sniper rifle incapable of killing in a single shot regardless of distance or hit location (It was so low that even a point-blank headshot couldn't kill a full-health enemy).  The weapon has since been patched in an October 2014 update to allow it to kill with a single headshot out to a fairly short distance.&lt;br /&gt;
[[file:F&amp;amp;D Defense FD338.jpg|thumb|none|400px|F&amp;amp;D Defense FD338 - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BF4SR33801.jpg|thumb|none|600px|Stock F&amp;amp;D Defense FD338 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4SR33802.jpg|thumb|none|600px|The &amp;quot;SR338&amp;quot; being held.]]&lt;br /&gt;
[[Image:BF4SR338Reload.jpg|thumb|none|600px|Reloading the &amp;quot;SR338&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==GOL Sniper Rifle==&lt;br /&gt;
The [[GOL sniper rifle|GOL Sniper Rifle]], called the &amp;quot;GOL Sniper Magnum&amp;quot; makes a return from ''[[Battlefield: Bad Company 2]]'' with the ''Second Assault'' DLC. It features a high rate of fire for bolt-actions and has a 5+1 round capacity.&lt;br /&gt;
[[Image:GOL Sniper Magnum.jpg|thumb|none|400px|GOL-Sniper - .338 Lapua]]&lt;br /&gt;
[[Image:BF4GOL01.jpg|thumb|none|600px|Stock GOL in the loadout menu.]]&lt;br /&gt;
[[Image:BF4GOL02.jpg|thumb|none|600px|The GOL being held.]]&lt;br /&gt;
[[Image:BF4GOLReload.jpg|thumb|none|600px|Reloading the GOL.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SV-98==&lt;br /&gt;
The [[Izhmash SV-98]] appears in multiplayer as a sniper rifle. It has a capacity of 10+1 rounds and requires 13000 sniper rifle score to unlock.&lt;br /&gt;
[[file:SV98.jpg|thumb|none|400px|Izhmash SV-98 - 7.62x54mmR]]&lt;br /&gt;
[[file:Bf4 hd Izhmash SV-98 menu.jpg|thumb|none|600px|Izhmash SV-98 in game.]]&lt;br /&gt;
[[Image:BF4SV9802.jpg|thumb|none|600px|SV-98 being held.]]&lt;br /&gt;
&lt;br /&gt;
==Jian She CS/LR3==&lt;br /&gt;
The [[Jian She CS/LR Sniper Rifle|Jian She CS/LR3]], also known as the &amp;quot;FY-JS&amp;quot; in the game, is the 5.8x42mm variant of the CS/LR4. Unlike it's larger caliber sibling, the FY-JS has a standard finish instead the permanent camo on the CS/LR4, like a lot of variants have in the game.&lt;br /&gt;
[[Image:Cslr3.jpg|thumb|none|400px|Jian She CS/LR3 - 5.8×42mm]]&lt;br /&gt;
&lt;br /&gt;
==Jian She CS/LR4==&lt;br /&gt;
The [[Jian She CS/LR Sniper Rifle|Jian She CS/LR4]] is the starting weapon for the Recon class. It is a bolt-action, magazine-fed rifle of Chinese origin with a capacity of 5+1 rounds and is a well-rounded sniper rifle in game.&lt;br /&gt;
[[file:CS-LR4.jpg|400px|thumb|none|CS/LR4 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Bf4 hd Jian She CSLR4 menu.jpg|thumb|none|600px|Jian She CS/LR4 in-game.]]&lt;br /&gt;
[[Image:BF4LR4Holda.jpg|thumb|none|600px|The CS/LR4 in the hands of the player.]]&lt;br /&gt;
&lt;br /&gt;
==M39 EMR==&lt;br /&gt;
On the cover art, Recker is armed with an [[M14#M39_Enhanced_Marksman_Rifle|M39 EMR]] attached with a series of accessories, including a bipod, a sound suppressor and a scope. It appears in multiplayer as a DMR, now holds 20+1 rounds, and requires a 37000 score with DMRs to unlock.&lt;br /&gt;
[[Image:M-39EMR.jpg|thumb|400px|none|M39 Enhanced Marksman Rifle with Harris bipod - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BF4M3901.jpg|thumb|600px|none|M39 EMR being held.]]&lt;br /&gt;
[[Image:BF4M3902.jpg|thumb|600px|none|Stock M39 EMR.]]&lt;br /&gt;
[[Image:BF4M3903.jpg|thumb|600px|none|M39 EMR iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5==&lt;br /&gt;
The [[Remington Model 700#M40A5 Sniper Rifle|M40A5]] appears in multiplayer and is built on the [[Remington Model 700]] platform with significant upgrades, including a precision trigger, detachable 5-round magazine, SureFire compensator, and a McMillan stock. This configuration is currently in service with the United States Marine Corps. It is an unlockable weapon that requires 3000 sniper rifle score.&lt;br /&gt;
[[Image:M40A5.jpg|thumb|none|400px|M40A5 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Bf4 hd M40A5 menu.jpg|thumb|none|600px|M40A5 in game. The tape wrapped around the barrel and stock, presumably to keep it together, is completely out of place on a precision 1/2 MOA weapon.]]&lt;br /&gt;
[[Image:BF4M40Hold.jpg|thumb|none|600px|The M40A5 in the hands of the player. The inaccurate 10-round capacity has since been corrected to 5.]]&lt;br /&gt;
[[Image:BF4M40Reload.jpg|thumb|none|600px|The player reloads the M40A5. On a reload from empty, the player uses his right hand to swap the magazine, unique among all the small arms in the game.]]&lt;br /&gt;
&lt;br /&gt;
==McMillan CS5==&lt;br /&gt;
The [[McMillan CS5]] appears as the &amp;quot;CS5&amp;quot; in the ''Dragon's Teeth'' DLC. It comes with a suppressor attached by default, but it can be removed at the player's discretion.&lt;br /&gt;
[[Image:CS5.jpg|thumb|none|400px|McMillan CS5 Compact Sniper Rifle with bipod and sound suppressor - .308 Winchester]]&lt;br /&gt;
[[Image:BF4CS501.jpg|thumb|none|600px|Stock McMillan CS5 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4CS502.jpg|thumb|none|600px|McMillan CS5 being held.]]&lt;br /&gt;
[[Image:BF4CS5Reload.jpg|thumb|none|600px|Reloading the McMillan CS5.]]&lt;br /&gt;
&lt;br /&gt;
==MK 11 MOD 0==&lt;br /&gt;
The [[Knight's Armament SR-25|Mk 11 Mod 0]] in multiplayer requires 4000 DMR points to unlock.&lt;br /&gt;
[[Image:SR25.jpg|thumb|none|400px|Mk 11 Mod 0 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4M1101.jpg|thumb|none|600px|Stock Mk 11 Mod 0 in the loadout menu.]]&lt;br /&gt;
[[Image:BF4M1102.jpg|thumb|none|600px|Mk 11 Mod 0 being held.]]&lt;br /&gt;
[[Image:BF4M1103.jpg|thumb|none|600px|Stock Mk 11 Mod 0 iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==MKEK JNG-90==&lt;br /&gt;
The [[MKEK JNG-90]] is in multiplayer. It requires a sniper rifle score of 20000.&lt;br /&gt;
[[Image:JNG-90.jpg|thumb|none|400px|MKEK JNG-90 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4JNG90Holda.jpg|thumb|none|600px|The JNG-90 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4JNG02.jpg|thumb|none|600px|Stock JNG-90 with bipod in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBU-88==&lt;br /&gt;
The [[Norinco QB rifle series#Norinco QBU-88|Norinco QBU-88]] appears in the game.&lt;br /&gt;
[[Image:Qbu-88-0.jpg|thumb|400px|none|Norinco QBU-88 - 5.8x42mm]]&lt;br /&gt;
[[Image:BF4QBU8801.jpg|thumb|600px|none|Stock QBU-88.]]&lt;br /&gt;
[[Image:BF4QBU8802.jpg|thumb|600px|none|QBU-88 being held.]]&lt;br /&gt;
[[Image:BF4QBU8803.jpg|thumb|600px|none|QBU-88 iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Elite==&lt;br /&gt;
the [[Steyr Elite]] appears in the game. It is the 5.56x45mm version and has a capacity of 10+1 rounds. Despite being one of the weaker hitting sniper rifles, it features a fast rate of fire, aim speed, and bullet velocity to balance the low damage. The factory integral bipod is used with the &amp;quot;Bipod&amp;quot; attachment. It requires 8000 points with sniper rifles to unlock. &lt;br /&gt;
[[Image:ELITE.jpeg|thumb|400px|none|Steyr Elite - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Bf4 hd Steyr Elite menu.jpg|thumb|none|600px|Steyr Elite in game.]]&lt;br /&gt;
[[Image:BF4ScoutHold.jpg|thumb|600px|none|A player holding the Steyr with iron sights only. Following the Spring 2015 patch, the magazine capacity was changed from 5 to the correct 10 rounds.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] has been seen in multiple public multiplayer events. It is no-longer a fire and forget weapon, requiring a constant lock in order to successfully make a hit. &lt;br /&gt;
[[Image:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[Image:BF4 Javelin 01.jpg|thumb|none|600px|The player holds the FGM-148 Javelin.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-172 SRAW==&lt;br /&gt;
The [[FGM-172 SRAW]] returns from ''Battlefield 2'' and is once again (incorrectly) depicted as being wire-guided. It can be seen at the beginning of the &amp;quot;Levolution&amp;quot; trailer, and has also been seen in multiple public multiplayer events.&lt;br /&gt;
[[Image:Pic-product-predator.jpg|thumb|none|500px|FGM-172 SRAW - 139.7mm]]&lt;br /&gt;
[[Image:BF4SRAW.jpg|thumb|none|600px|The player holds the FGM-172 SRAW.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
After the player disembarks the helicopter in the E3 multiplayer demo, a soldier is seen running with an [[FIM-92A Stinger]]. It has also been seen in multiple public multiplayer events. It is considered a fire and forget launcher but has the shortest range of the portable AA Weapons. &lt;br /&gt;
[[Image:-0976t.jpg|thumb|500px|none|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:BF4Stinger.jpg|thumb|none|600px|The Stinger in the hands of the player.]]&lt;br /&gt;
[[Image:Bf4 fim-92.jpg||thumb|600px|none|A soldier carries an FIM-92 Stinger.]]&lt;br /&gt;
&lt;br /&gt;
==GP-30M==&lt;br /&gt;
If the M320 is mounted to a Russian weapon with the under-barrel rail attached, it instead becomes a [[GP-30|GP-30M]].&lt;br /&gt;
[[Image:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|401px|GP-30M - 40mm]]&lt;br /&gt;
[[Image:BF4GP3001.jpg|thumb|none|600px|GP-30M attached to a AEK-971.]]&lt;br /&gt;
[[Image:BF4GP3002.jpg|thumb|none|600px|The player holding an AK-12 with a GP-30M attached underneath.]]&lt;br /&gt;
[[Image:BF4GP3003.jpg|thumb|none|600px|Reloading the GP-30M.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
Near the end of the singleplayer demo, the player fires a [[Heckler &amp;amp; Koch M320]] from a car's driver seat. It has also been seen in multiple public multiplayer events. It is a gadget unlock for the Assault Class and is capable of firing 40mm High Explosive Dual Purpose Grenades in addition to Dart, Smoke, Timed Fragmentation and a new Flashbang ammunition variant.&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|400px|none|H&amp;amp;K M320 - 40x46mm]]&lt;br /&gt;
[[Image:Bf4 m320.jpg||thumb|600px|none|Irish gives a H&amp;amp;K M320 to Recker to shoot down the Mi-28 Havoc]]&lt;br /&gt;
[[Image:Bf4 m320 2.jpg||thumb|600px|none|Recker takes aim with the H&amp;amp;K M320 to bring down the chopper while Bonnie Tyler's Total Eclipse of the Heart plays in the background]]&lt;br /&gt;
[[Image:BF4M320Hold.jpg|thumb|none|600px|The M320 in the hands of the player.]]&lt;br /&gt;
[[Image:BF4M320Reload.jpg|thumb|none|600px|The player reloads the M320.]]&lt;br /&gt;
[[Image:BF4M32005.jpg|thumb|none|600px|M320 mounded under a HK416 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;M320 3GL&amp;quot;===&lt;br /&gt;
The Naval Strike DLC added a fictional variant known as the &amp;quot;M320 3GL&amp;quot;. It functions in a similar way to the real-world [[Metal Storm Weapons#Metal Storm 3GL|Metal Storm 3GL]] (from which its name is also taken) in that it fires 3 rounds from the same tube without reloading. However it simply reuses the standard M320 model used for the standard launcher, even to the point where it can be seen that only a single round is inserted into the tube during the reload animation.&lt;br /&gt;
[[Image:MS 3GL.jpg|thumb|none|400px|The real-world Metal Storm 3GL 3-round grenade launcher in standalone configuration - 40mm. Note that this is significantly different to the &amp;quot;M320 3GL&amp;quot; model which appears in the game]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM25==&lt;br /&gt;
In the live stream of Battlefield 4 during E3, players can be seen equipped with an [[Heckler &amp;amp; Koch XM25]]. It is usable by the Support class only. It too, like the M320 is capable of launching alternate ammunition ranging from its default Airburst, Dart and Smoke rounds. Using Dart ammunition increases the fire rate and it behaves similar to a semi-automatic shotgun with a Infrared Scope.&lt;br /&gt;
[[Image:ATKXM25.jpg|thumb|400px|none|Heckler &amp;amp; Koch XM25 - 25x40mm]]&lt;br /&gt;
[[Image:BF4XM25Reload.jpg||thumb|600px|none|A player reloading an XM25]]&lt;br /&gt;
&lt;br /&gt;
==M136 CS==&lt;br /&gt;
The [[M136 AT4]] appears as a battle pickup. Referred to as &amp;quot;M136 CS&amp;quot; in game, CS standing for &amp;quot;confined space&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|400px|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[Image:BF4AT401.jpg|thumb|none|600px|&amp;quot;M136 CS&amp;quot; bring held.]]&lt;br /&gt;
[[Image:BF4AT402.jpg|thumb|none|600px|&amp;quot;M136 CS&amp;quot; sights.]]&lt;br /&gt;
[[Image:BF4AT403.jpg|thumb|none|600px|&amp;quot;M136 CS&amp;quot; battle pickup.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The [[M203 grenade launcher]] appears in the game mounted the &amp;quot;RAWR&amp;quot;, only having limited shots before running out of ammo. Four of them are mounted on the robot, two on each side.&lt;br /&gt;
[[Image:M16A2 M203.jpg|thumb|none|400px|M203 40mm grenade launcher mounted on an M16A2, 5.56x45mm]]&lt;br /&gt;
[[Image:BF4M20301.jpg|thumb|none|600px|Four M203 grenade launchers mounted on a &amp;quot;RAWR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==MBT LAW==&lt;br /&gt;
The [[MBT LAW]] has been seen in multiple public multiplayer events. It is the easiest to use but also the weakest of the launchers as the Rocket fired has a self guidence system, providing it's close to the target and will automatically attack the weakest point (top armor).&lt;br /&gt;
[[Image:NLAW.jpg|thumb|none|400px|MBT LAW - 150mm]]&lt;br /&gt;
[[Image:BF4NLAW.jpg|thumb|none|600px|The MBT LAW in the hands of the player.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1S==&lt;br /&gt;
Recker is also seen wielding a [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]] with Picatinny rails and reflex sights. When reloading, the whole 6 grenades are ejected from the cylinder, regardless of how many have been fired, and new ones are loaded, two grenades at a time. It is available as a Battle Pickup in multiplayer. &lt;br /&gt;
[[Image:MGL32.jpg|thumb|400px|none|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:Bf4 milkor mgl.jpg|thumb|600px|none|Recker readies his Milkor MGL Mk 1S to fire at a wall and flank the enemy.]]&lt;br /&gt;
[[Image:BF4MGL02.jpg|thumb|600px|none|&amp;quot;M32 MGL&amp;quot; as a battle pickup.]]&lt;br /&gt;
[[Image:BF4MGL03.jpg|thumb|600px|none|&amp;quot;M32 MGL&amp;quot; sights.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The [[Mk 153 Mod 0 SMAW]] has been seen in multiple public multiplayer events. It is the second most powerful the Anti-Tank Launchers and possesses the flattest trajectory over a distance.  &lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|400px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[Image:BF4SMAW.jpg|thumb|none|600px|The SMAW in the hands of the player.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] returns from Battlefield 3, now with the correct rear tube cover of the V2 model. It is the most powerful of unguided Anti-Tank launchers but is also the hardest use at range due to the arcing trajectory of the rocket in flight. &lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[file:BF4RPG7Hold.jpg|thumb|none|599px|The player holds the &amp;quot;RPG-7V2&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd RPG-7 aim.jpg|thumb|none|600px|The player aims to &amp;quot;RPG-7V2&amp;quot;.]]&lt;br /&gt;
[[file:BF4RPG7Reload.jpg|thumb|none|599px|The player reloads &amp;quot;RPG-7V2&amp;quot;.]]&lt;br /&gt;
[[file:Bf4 hd RPG-7 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;RPG-7V2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SA-18 Grouse==&lt;br /&gt;
The [[SA-18 Grouse]] has been seen in multiple public multiplayer events. It is once again called the &amp;quot;SA-18 Igla&amp;quot;. In-game it behaves differently from ''Battlefield 3'' instead forgoing the use as a fire and forget launcher for use as a constant lock launcher. In posses the longest range of the AA Launchers but requires a near constant lock to maintain a hit, alternatively, a target can be reacquired even if the target used counter measures providing the missile is still in flight. &lt;br /&gt;
[[Image:Igla 191.jpg|thumb|none|400px|SA-18 Grouse launcher and missile - 72mm]]&lt;br /&gt;
[[Image:BF4IGLA.jpg|thumb|none|600px|The player holds the SA-18 Grouse.]]&lt;br /&gt;
&lt;br /&gt;
==QW-2 Vanguard 2==&lt;br /&gt;
The [[QW-2 Vanguard 2]] appears in the game as the missile armament on the Chinese Type-95 anti-aircraft vehicle.&lt;br /&gt;
&lt;br /&gt;
[[Image:QW-2.jpg|thumb|none|400px|QW-2 Vanguard 2 launcher and missile 72mm]]&lt;br /&gt;
[[File:BF4T8701.jpg|thumb|600px|none|Chinese Mobile AA mounting QW-2 Vanguard 2 launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Starstreak HVM==&lt;br /&gt;
The shoulder launched [[Starstreak HVM]] launcher is available as a battle pickup in the game. It has only two shots and can engage both aircraft and armor. It is requires a constant lock to maintain a hit, however a lock can be reacquired even if a target used counter-measures. The Starstreak is most effective against enemy aircraft as opposed to enemy land vehicles such as enemy armor. &lt;br /&gt;
[[Image:Starstreak MANPAD.jpg|thumb|none|250px|Starstreak HVM]]&lt;br /&gt;
[[Image:BF4HVM.jpg|thumb|none|600px|The player holds the Starstreak HVM.]]&lt;br /&gt;
[[Image:BF4HVM01.jpg|thumb|none|600px|Starstreak HVM as a battle pickup.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==M2 SLAM==&lt;br /&gt;
The M2 [[SLAM]] appears in a Gamespot video showing off all the weapons and gadgets in the game. It is usable by the Engineer class. It is a highly versatile mine, capable of sticking to walls and objects and even enemy vehicles to some extent but inflicts less damage as the M15 AT mine.&lt;br /&gt;
[[Image:SLAM.jpg|thumb|none|200px|SLAM]]&lt;br /&gt;
[[Image:BF4SLAM01.jpg|thumb|none|600px|M2 deployed and held.]]&lt;br /&gt;
&lt;br /&gt;
==M15 anti-tank mine==&lt;br /&gt;
The [[M15 anti-tank mine]] appears in a Gamespot video showing off all the weapons and gadgets in the game. It is once again only usable by the Engineer class. &lt;br /&gt;
[[Image:Landmine-dod-closeup.jpg|thumb|none|300px|M15 anti-tank mine]]&lt;br /&gt;
[[Image:BF4M1501.jpg|thumb|none|600px|M15 being held.]]&lt;br /&gt;
[[Image:BF4M1502.jpg|thumb|none|600px|M15 deployed.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] has been seen in multiple public multiplayer events. It can be equipped instead of the M67 grenade. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[file:Bf4 hd M18 smoke.jpg|thumb|none|600px|M18 smoke grenade being held.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] appears in a Gamespot video showing off all the weapons and gadgets in the game. It is usable by the Support and Recon classes. When planted, 3 trip wires shoot from the front of the mine, any thing that crosses the wires will trigger the mine.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore]]&lt;br /&gt;
[[Image:BF4CLAY01.jpg|thumb|none|600px|M18A1 Claymore being held.]]&lt;br /&gt;
[[Image:BF4CLAY02.jpg|thumb|none|600px|M18A1 Claymore with trip wires deployed.]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] has been seen in multiple public multiplayer events. It can be equipped instead of the M67 grenade. It is called the &amp;quot;M34 Incendiary&amp;quot;. &lt;br /&gt;
[[file:M34 2-1-.jpg|thumb|none|200px|]]&lt;br /&gt;
[[file:BF4M3401.jpg|thumb|none|599px|&amp;quot;M34 Incendiary&amp;quot; being held.]]&lt;br /&gt;
&lt;br /&gt;
==M67 fragmentation hand grenade==&lt;br /&gt;
[[M67 hand grenade]]s are the standard grenade of the game.&lt;br /&gt;
[[file:Baseball.jpg|thumb|200px|none|M67 fragmentation hand grenade]]&lt;br /&gt;
[[file:Bf4 hd M67 holding.jpg|thumb|none|600px|The player holds the &amp;quot;M67 fragmentation hand grenade&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] has been seen in multiple public multiplayer events. It can be equipped instead of the M67 grenade. It's called the &amp;quot;M84 Flashbang&amp;quot;. &lt;br /&gt;
[[Image:M84stun.jpg|thumb|none|200px|M84 stun grenade]]&lt;br /&gt;
[[Image:BF4M8401.jpg|thumb|none|600px|M84 being held.]]&lt;br /&gt;
&lt;br /&gt;
==RGO fragmentation grenade==&lt;br /&gt;
The [[RGO/RGN fragmentation grenade|RGO fragmentation grenade]].&lt;br /&gt;
[[file:RGO.jpg|thumb|200px|none|RGO fragmentation grenade]]&lt;br /&gt;
[[file:Bf4 hd rgo holding.jpg|thumb|none|600px|The player holds the &amp;quot;RGO fragmentation grenade&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==V40 Mini-Grenade==&lt;br /&gt;
The [[V40 Mini Grenade]].&lt;br /&gt;
[[file:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[file:Bf4 hd v40 mini holding.jpg|thumb|none|600px|The player holds the &amp;quot;V40 Mini-Grenade&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==2A38M autocannon==&lt;br /&gt;
Two [[2A38M autocannon]] are mounted on both the Pantsir AA and Tunguska Mobile AA.&lt;br /&gt;
[[Image:2a38m.jpg|thumb|none|400px|2A38M autocannon - 30mm]]&lt;br /&gt;
[[Image:BF4T2A3801.jpg|thumb|none|600px|Pantsir Stationary AA.]]&lt;br /&gt;
[[Image:BF4T2A3802.jpg|thumb|none|600px|Tunguska Mobile AA.]]&lt;br /&gt;
[[Image:BF4T2A3803.jpg|thumb|none|600px|2A38M to be mounted on a battle walker.]]&lt;br /&gt;
&lt;br /&gt;
==9M133 Kornet==&lt;br /&gt;
The [[9M133 Kornet]] is launched from the 9K123 missile system as a stationary anti-tank weapon.&lt;br /&gt;
[[Image:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]] &lt;br /&gt;
[[Image:BF4KORNET01.jpg|thumb|none|600px|9M133 Kornet launcher.]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] appears on the M220 Launcher in the game as an emplaced anti-tank missile launcher for the US faction.&lt;br /&gt;
[[Image:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[Image:BF4TOW01.jpg|thumb|none|600px|BGM-71 TOW launcher.]]&lt;br /&gt;
&lt;br /&gt;
== Bofors 40mm ==&lt;br /&gt;
The [[Bofors 40mm]] L/60 cannon is on the AC-13 gunships.&lt;br /&gt;
[[Image:40mm bofors.jpg|thumb|none|400px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2#Browning M2 Heavy Barrel|Browning M2HB heavy machine gun]] appears in the game mounted on vehicles, including M1A2 Abrams tanks.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BF4M201.jpg|thumb|none|600px|Browning M2HB Mounted on a Growler.]]&lt;br /&gt;
[[Image:BF4M202.jpg|thumb|none|600px|Player using the M2HB.]]&lt;br /&gt;
[[Image:BF4M203.jpg|thumb|none|600px|Remote controlled M2HB.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 chaingun==&lt;br /&gt;
In the background appears an LAV-25 fitted with an [[M242 Bushmaster chaingun]].&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|400px|none|M242 Bushmaster Chain Gun - 25x137mm.]]&lt;br /&gt;
[[Image:Bf4 promo lav-25.jpg|thumb|600px|none|LAV-25.]]&lt;br /&gt;
[[Image:BF4M24202.jpg|thumb|600px|none|Up close of the LAV-25's M242.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The [[General Electric GAU-8/A Avenger]] appears in the game as the secondary armament of the A-10 Thunderbolt II ground attack jet.&lt;br /&gt;
[[Image:GAU-8A.jpg|thumb|400px|none|GAU-8/A Avenger complete with feed system and 1,174 round drum - 30x173mm]]&lt;br /&gt;
[[Image:BF4GAU801.jpg|thumb|none|600px|GAU-8 mounted on an A-10.]]&lt;br /&gt;
[[Image:BF4GAU802.jpg|thumb|none|600px|A destroyed A-10 with the GAU-8 in its nose section.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-12/U==&lt;br /&gt;
The [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] is the mounted on the LAV-AD in multiplayer. Though the actual gun fires 25mm ammunition, the game depicts the gun as capable of firing either 20mm or 30mm rounds depending on the player's choosing. The AC-130 also carries a GAU-12/U as does the F-35 jet fighter.  &lt;br /&gt;
[[Image:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U with unfired rounds - 25mm]]&lt;br /&gt;
[[Image:BF4GAU1201.jpg|thumb|none|600px|A GAU-12/U mounted on an LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-17/A==&lt;br /&gt;
A pair of [[GAU-17/A|GAU-17/A's]] are mounted on the Transport Helicopters and Attack Boats and now actually eject casings, unlike BF3. The same gun is also depicted as being mounted on Little Birds.&lt;br /&gt;
[[Image:GAU-17A HH60.jpg|thumb|400px|none|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF4GAU1703.jpg|thumb|600px|none|The GAU-17/A is mounted on the UH-1Y Venom.]]&lt;br /&gt;
[[Image:BF4GAU1704.jpg|thumb|600px|none| GAU-17/A mounted on a Little Bird.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
A [[General Dynamics GAU-19/A]] is mounted on the &amp;quot;XD-1 Accipitor&amp;quot;, a Battle Pickup available in the Final Stand DLC maps, essentially a flying rotary cannon with limited operating lifetime. It will self destruct once it's out of fuel.&lt;br /&gt;
[[Image:GAU19.jpg|thumb|none|400px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[Image:BF4XD101.jpg|thumb|600px|none|The &amp;quot;XD-1 Accipitor&amp;quot;, the source of ammo for this weapon is still a mystery unsolved.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
In several trailers and promo pictures, the [[M197 Vulcan]] is seen mounted on a AH-1Z Viper.&lt;br /&gt;
[[Image:M197Gatling.jpg|thumb|400px|none|General Dynamics M197 Vulcan - 20mm.]]&lt;br /&gt;
[[Image:Bf4 m197.jpg|thumb|600px|none|The AH-1Z Viper seen with the General Dynamics M197 Vulcan.]]&lt;br /&gt;
[[Image:BF4M19702.jpg|thumb|600px|none|Up close of the General Dynamics M197 Vulcan.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A [[Gryazev-Shipunov GSh-30-2]] appears in the game as the secondary armament of the Su-25 ground attack jet under the nose.&lt;br /&gt;
[[Image:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
[[Image:BF4GSh30201.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== HJ-8 Red Arrow ==&lt;br /&gt;
The [[HJ-8 Red Arrow]] appears tripod-mounted in the game as a counterpart of the American TOW and Russian Kornet, it is also used on the Chinese ZBD-09 IFV.&lt;br /&gt;
[[Image:BaktarShikan3.jpg|thumb|none|400px|HJ-8 Red Arrow launcher and missile - 120mm.]]&lt;br /&gt;
[[Image:BF4HJ8.jpg|thumb|600px|none|&amp;quot;My name is Commander Shepard and this is my favorite rocket launcher on the Citadel.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==H/PJ-12==&lt;br /&gt;
The H/PJ-12 rotary 30mm cannon is mounted on the Chinese Stationary AA LD-2000.&lt;br /&gt;
[[Image:BF4HPJ1201.jpg|thumb|600px|none|LD-2000 mounting the H/PJ-12.]]&lt;br /&gt;
&lt;br /&gt;
==Kord==&lt;br /&gt;
The [[Kord heavy machine gun]] is seen mounted on a vehicle. Recker also uses it to engage Russian ground forces.&lt;br /&gt;
[[Image:Kord 02.jpg|thumb|400px|none|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[Image:BF4KORD01.jpg|thumb|600px|none|Kord mounted on a vehicle.]]&lt;br /&gt;
[[Image:BF4KORD03.jpg|thumb|600px|none|Kord mounted on a train.]]&lt;br /&gt;
[[Image:Bf4 kord 2.jpg|thumb|600px|none|Recker firing the Kord at enemy infantry.]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The M102 105mm howitzer is mounted on AC-130 gunship.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|none|500px|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
&lt;br /&gt;
==Metal Storm Technology Demonstrator==&lt;br /&gt;
A turret utilizing the [[Metal Storm weapons|Metal Storm]] technology, called Schipunov 42 for some reason, is accessible in the Final Stand DLC maps, functioning like a big shotgun that can take out infantry, light vehicles, and low flying choppers. It is based closely on the &amp;quot;Bertha&amp;quot; one million rpm concept demonstrator: this is a little strange, since &amp;quot;Bertha&amp;quot; was never intended to be a practical weapon system. It fires off four volleys before having to reload.&lt;br /&gt;
[[Image:Bertha.jpg|thumb|none|400px|Metal Storm 36-barrel &amp;quot;Bertha&amp;quot; Rig - 9mm preloaded barrel]]&lt;br /&gt;
[[Image:BF4MetalStorm01.jpg|thumb|none|600px|The business end of the &amp;quot;Schipunov 42&amp;quot; Metal Storm turret.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is seen mounted on Desert Patrol Vehicles (DPV) and AAVP7A1 amphibious transports.&lt;br /&gt;
[[Image:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BF4MK1901.jpg|thumb|none|600px|DPV mounting a Mk 19.]]&lt;br /&gt;
[[Image:BF4MK1902.jpg|thumb|none|600px|Using the Mk 19 on a DPV.]]&lt;br /&gt;
[[Image:BF4MK1903.jpg|thumb|none|600px|Firing the Mk 19 on a AAVP7A1.]]&lt;br /&gt;
[[Image:BF4MK1904.jpg|thumb|none|600px|Mk 19 on a AAVP7A1.]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
The [[M61 Vulcan#M61 Vulcan|M61 Vulcan]] appears in the game on Phalanx CIWS and C-RAM installation.&lt;br /&gt;
[[Image:M61vulcan.jpg|thumb|none|400px|M61 Vulcan - 20mm]]&lt;br /&gt;
[[Image:BF4M6101.jpg|thumb|none|600px|M61 Vulcan on a Phalanx CIWS]]&lt;br /&gt;
&lt;br /&gt;
==Mystery Chinese Attack Chopper Nose Cannon==&lt;br /&gt;
It's a mystery, and everyone loves those.&lt;br /&gt;
[[Image:BF4CHnosegun01.jpg|thumb|none|600px|Cannon mounted on the nose of a Chinese attack chopper.]]&lt;br /&gt;
&lt;br /&gt;
==Mystery Chinese IFV Cannon==&lt;br /&gt;
It's a mystery, and everyone loves those.&lt;br /&gt;
[[Image:BF4CHIFVgun01.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:BF4CHIFVgun02.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==NSVT Heavy Machine Gun==&lt;br /&gt;
The [[NSV|NSVT Heavy MG]] appears on Russian T-90 tanks that can be controlled remotely from the inside of the tank. It should be noted that only early versions of the T90 used the NSVT in real life; it has since been replaced by the [[Kord]] heavy machine gun.&lt;br /&gt;
[[Image:6U6 NSV 02.jpg|thumb|none|400px|Tripod-mounted NSV HMG with ammo box and belt - 12.7x108mm]]&lt;br /&gt;
[[Image:BF4NSV01.jpg|thumb|none|600px|NSV mounted on a T-90 tank.]]&lt;br /&gt;
[[Image:BF4NSV02.jpg|thumb|none|600px|A closer image of the NSVT machine gun. It is one of the lesser detailed weapons in the game.]]&lt;br /&gt;
&lt;br /&gt;
==QJZ-89==&lt;br /&gt;
The QJZ-89 is mounted as coax machine gun with the main gun on the Chinese T-99 MBT. It is also mounted on top of the Chinese buggies.&lt;br /&gt;
[[Image:BF4TQJZ8901.jpg|thumb|600px|none|QJZ-89 on a buggy.]]&lt;br /&gt;
[[Image:BF4QJZ8902.jpg|thumb|600px|none|Mounting a QJZ-89.]]&lt;br /&gt;
&lt;br /&gt;
==Shipunov 2A42==&lt;br /&gt;
During the gameplay video, Recker's squad is being chased and shot at by an Mi-28 Havoc armed with a [[Shipunov 2A42]] autocannon.&lt;br /&gt;
[[Image:Shipunov 2A42.jpg|thumb|400px|none|Shipunov 2A42 30mm automatic cannon - 30x165mm.]]&lt;br /&gt;
[[Image:Bf4 shipunov2A42.jpg|thumb|600px|none|Mi-28 with a Shipunov 2A42.]]&lt;br /&gt;
[[Image:BF42A4202.jpg|thumb|600px|none|Close up of the Mi-28 with a Shipunov 2A42.]]&lt;br /&gt;
[[Image:BF42A4203.jpg|thumb|600px|none|Close up BTR-90 with a Shipunov 2A42.]]&lt;br /&gt;
&lt;br /&gt;
== Type-85 Heavy Machine Gun==&lt;br /&gt;
The [[Type 85 heavy machine gun]] is mounted as an remote controlled machine gun on the Type 99 MBT.&lt;br /&gt;
[[Image:w-85.jpg| thumb|none|400px|Type 85 heavy machine gun 12.7x108mm with tripod and ammo box]]&lt;br /&gt;
[[File:BF4T8501.jpg|thumb|600px|none|Type 85 heavy machine gun on a Type 99 tank.]]&lt;br /&gt;
&lt;br /&gt;
== Type 87==&lt;br /&gt;
Four Type 87 autocannons, a 25mm Chinese-made copy of the Russian [[ZU-23]], are mounted on the Type-95 Mobile AA.&lt;br /&gt;
[[Image:ZU-23.jpg|thumb|none|400px|Type 87 25mm]]&lt;br /&gt;
[[File:BF4T8701.jpg|thumb|600px|none|Chinese Mobile AA mounting Type 87 guns.]]&lt;br /&gt;
&lt;br /&gt;
=Misc=&lt;br /&gt;
&lt;br /&gt;
==Type 73 Light Machine Gun==&lt;br /&gt;
&lt;br /&gt;
On the Dragon's Teeth DLC Multiplayer &amp;quot;Propaganda&amp;quot; set in Pyongyang, the North Korean Type 73 machine gun can be seen on various locations around the map, as actual North Korean propaganda features the weapon quite often.&lt;br /&gt;
[[File:Type73LMG.jpg|thumb|none|400px|Type 73 Light Machine Gun 7.62x54mm R]]&lt;br /&gt;
[[Image:BF4_Type_73.jpg|thumb|none|600px|Type 73 propaganda in-game as viewed through the optics of the Chinese Type 99 MBT.]]&lt;br /&gt;
&lt;br /&gt;
==Rorsch Mk-1 Railgun==&lt;br /&gt;
&lt;br /&gt;
The only truly fictional firearm in the game, the Mk-1 is a Railgun made by fictional manufacturer Rorsch who would later make the Rorsch Mk-S8 fixed railgun emplacement seen in ''Battlefield: 2142'', which the Final Stand DLC is a prequel to; it is a Battle Pickup that can be found at certain locations on the Final Stand maps.. The stock portion of the rifle notably resembles the AW series, with the thumbhole stock, stock pad and spacers, location for the monopod, and general shape. According to its description it fires heavy sabot rounds, and while they have an extremely high velocity as one would expect from a railgun, they are not technically hitscan. The gun is single shot and once the trigger is pulled the gun must charge up for a full second before firing; it will kill infantry with one hit with a small blast radius, and does respectable damage to heavy vehicles. For reloading the user flicks a switch just forward of the trigger (presumibly a sort of circuit breaker that automatically trips after a round is fired, for safety), then presses a button on the top cover causing it to open and eject the spent casing, inserts a new round, closes the top cover, and readies the gun by using the charging handle on the left side. The gun's electronic scope, which also houses a blue laser sight, is mounted to a standard attachment rail on the top cover, while several other unused rails appear on the gun as well.&lt;br /&gt;
&lt;br /&gt;
[[File:AI L115A3.jpg|thumb|none|400px|Accuracy International AWM-F - .338 Lapua]]&lt;br /&gt;
[[File:Rorsch Mk-1.jpg|thumb|none|400px|Rorsch Mk-1 - Heavy sabot railgun rounds]]&lt;br /&gt;
[[Image:BF4Railgun03.jpg|thumb|none|600px|The Mk-1's heavy sabot round can be seen just below the battery, which resembles a magazine. The handguard appears to have been taken from the M60E4 as well.]]&lt;br /&gt;
[[Image:BF4Railgun01.jpg|thumb|none|600px|A soldier holding the Rorsch Mk-1.]]&lt;br /&gt;
[[Image:BF4Railgun02.jpg|thumb|none|600px|A sling attachment point can be seen near the rear of the barrel assembly, and the safety is above the trigger.]]&lt;br /&gt;
[[Image:BF4Railgun06.jpg|thumb|none|600px|The casing being ejected.]]&lt;br /&gt;
[[Image:BF4Railgun04new.jpg|thumb|none|600px|A good view of the heavy sabot round.]]&lt;br /&gt;
[[Image:BF4Railgun05new.jpg|thumb|none|600px|The player character closes the top cover.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: War]]&lt;br /&gt;
[[Category: Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=946287</id>
		<title>Battlefield Hardline</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=946287"/>
		<updated>2015-08-03T06:19:25Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: don't fix what isn't broke, I guess&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield Hardline&lt;br /&gt;
|picture=BF Hardline.jpg&lt;br /&gt;
|caption=''Promotional artwork''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=March 17, 2015&lt;br /&gt;
|developer=Visceral&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox 360&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Battlefield Hardline'' is the latest game coming out for the ''[[Battlefield]]'' series, focusing on criminals and police warfare instead of pitting armies against each other.&lt;br /&gt;
&lt;br /&gt;
As in previous games, player take on as one of four classes:&lt;br /&gt;
&lt;br /&gt;
*Operator is akin to the Assault/Medic class, wielding assault rifles and carbines, able to revive and heal other players, and for the first time in the series, revive him/herself under certain conditions.&lt;br /&gt;
*Enforcer is a powerhouse class, wielding high-caliber battle rifles, heavy carbines, and shotguns, as well as dropping ammo for allies. A riot shield and C4 explosive is also unlocked by this class.&lt;br /&gt;
*Mechanic class is the stand in for the Engineer, using sub-machine guns and revolvers. Due to a lesser emphasis on vehicles, the Mechanic now gets more unique equipment like torso armor or the deployable spawn point, though still retains a 40mm grenade launcher and repair tool&lt;br /&gt;
*Professional class is the Recon/Sniper of this game, unlocking both bolt action and high caliber semi-automatic weapons. Gadgets available to this class include the trip mine and a surveillance camera.&lt;br /&gt;
&lt;br /&gt;
All of the classes are capable of equipping a zip-line crossbow, grappling hook launcher, gas mask, or a driving upgrade in place of either or both of their unique gadgets&lt;br /&gt;
&lt;br /&gt;
Rocket launchers and light machine guns are not available to any class, but can be found in locations on the map, or stored in the trunk of a car if the proper upgrade has been purchased for it&lt;br /&gt;
&lt;br /&gt;
As in many prior Battlefield games, most weapons are exclusive to one side when purchased, such as the Saiga .308 being only usable by the criminals, or the SCAR-H only being usable by the police. However, obtaining 1250 kills with a specific weapon allows players to purchase a Weapon License, letting them use it regardless of their team&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER*: As of June 12 2014, the screenshots posted here are from the game's beta trial, thus representing the unfinished product. It is quite possible that these weapons are unfinished, expect some of these screenshots to be replaced when the the actual game releases. &lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Unlike previous games in the series, pistols are now class-specific, sorted in different categories. The Operator kit uses the lower-caliber semi-automatics, such as the 92FS and Glock 17. The Mechanic uses revolvers, including the Judge. The Enforcer kit uses heavier pistols such as the M1911 and Desert Eagle, and the Professional uses machine pistols such as the Glock 18 and MAC-10&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] makes an appearance as the &amp;quot;92FS&amp;quot;, and is the starting weapon of the Operator for both factions, and by default comes with improved ironsights. In single-player it is also a default weapon for Nick Mendoza.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:BFHL92FSLoadout.jpg|thumb|none|600px|Stock &amp;quot;92FS&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHL92FS03.jpg|thumb|none|600px|&amp;quot;92FS&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHL92FS02.jpg|thumb|none|600px|Player holding the &amp;quot;92FS&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;93R&amp;quot;==&lt;br /&gt;
The [[Beretta 93R|Beretta 92FS &amp;quot;93R&amp;quot;]] was originally one of the &amp;quot;hidden guns&amp;quot;, it's the same &amp;quot;93R&amp;quot; from [[Battlefield 3]] which, of course, it's a normal [[Beretta 92FS|92FS]] with a resemblance of the 93R. Unlike Battlefield 4's model, it has the extended magazine and ported barrel as it had in Battlefield 3. It is the only burst-fire machine pistol and is exclusive to Law Enforcement&lt;br /&gt;
[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:BFH93R.jpg|thumb|none|600px|Beretta 92FS as the &amp;quot;M93R&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 SP-01 SHADOW==&lt;br /&gt;
The [[CZ 75#CZ 75 SP-01 SHADOW|CZ-75 SP-01 SHADOW]] appears simply as the 'CZ-75' and can be purchased for the Criminal Operator. It has a larger magazine than the 92FS and P226, and is quite accurate. Unlike Battlefield 4's version, it appears to be a 9x19mm model rather than .40 S&amp;amp;W.&lt;br /&gt;
[[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|350px|CZ 75 SP-01 SHADOW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The Desert Eagle Mark XIX appears once again from Battlefield 4 although this time it is called the &amp;quot;Bald Eagle&amp;quot;. Unlike in Battlefield 4, this Desert Eagle has a chrome finish as opposed to black and is now chambered in .50 Action Express instead of .44 Magnum. It can be unlocked for both teams' Enforcer class by completing the Enforcer Assignment 2. A gold-plated version is also used by the VIP in the Crosshair game mode.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:BFHardlineBaldEagle4.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; in the outfitting menu]]&lt;br /&gt;
[[File:BFHardlineBaldEagle1.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; Ingame]]&lt;br /&gt;
[[File:BFHardlineBaldEagle2.jpg|thumb|500px|none|&amp;quot;Uh oh, where did it go?!?&amp;quot;]]&lt;br /&gt;
[[File:BFHardlineBaldEagle3.jpg|thumb|500px|none|&amp;quot;Ta-da!&amp;quot; One of the new unique reloads has the player perform some slight of hand magic to reload the &amp;quot;Bald Eagle&amp;quot;. Chances of encountering this rare reload are 1 in 10,000]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] makes a return from ''[[Battlefield 3]]'' as the &amp;quot;G17&amp;quot;, unlocked for both teams by completing the Operator Assignment 2. It has the highest magazine capacity in its class, just ahead of the CZ-75, and has a much higher firecap than the other semi-automatic handguns&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|Glock 17 3rd Generation - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears as the default sidearm for the Professional class, being incorrectly named the 'G18C'. Its model is ported from Battlefield 4's Glock 18, which had the same slide serrations as a semi-automatic model rather than the unique ones for the 18's fire selector. It comes with a Laser Sight by default. Incidentally, it shares its Battlelog render with the Glock 17&lt;br /&gt;
[[Image: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;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK45C==&lt;br /&gt;
[[Heckler &amp;amp; Koch HK45|Heckler &amp;amp; Koch HK45C]] with threaded barrel is the default sidearm of the Enforcer kit on both teams, called &amp;quot;45T&amp;quot; in the game. By default it comes with a Mini Reflex sight.&lt;br /&gt;
[[Image:HK45C.jpg|thumb|none|350px|Heckler &amp;amp; Koch HK45C - .45 ACP]]&lt;br /&gt;
[[Image:HK45C with Threaded Barrel.jpg|thumb|none|350px|Actual Heckler &amp;amp; Koch HK45C'''T''' for comparison - .45 ACP. Note the different sights.]]&lt;br /&gt;
[[Image:BFHLHK4503.jpg|thumb|none|600px|Stock &amp;quot;HK45C&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLHK4502.jpg|thumb|none|600px|&amp;quot;HK45C&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLHK4501.jpg|thumb|none|600px|Player holding the &amp;quot;HK45C&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] appears as the 'P226' and is available for purchase by Law Enforcement Operators. It has a lower magazine size than any of the Operator's other sidearms.&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P40 Pro==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P40]] Pro appears as the '.40 Pro', and is a pistol for the Enforcer class. It can be differentiated from the standard M&amp;amp;P40 by the 5 inch barrel. Oddly for a pistol originally created for Military and Law Enforcement, it is only available for the Criminal team. It has slightly lower power than the other Enforcer handguns, but has a much higher capacity, acting sort of like the Operator's sidearms&lt;br /&gt;
[[File:S&amp;amp;W-M&amp;amp;P-40.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P40 - .40 S&amp;amp;W ACP]]&lt;br /&gt;
[[File:BFHardline40Pro.jpg|thumb|none|500px|'.40 Pro' in the selection menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 R8==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 R8]] makes its video game debut in this entry of the [[Battlefield]] series, where it can be purchased for the Law Enforcement Mechanic class. It has a higher capacity than any of the other revolvers, with 8 rounds per cylinder. It appears under the name &amp;quot;.357 RS&amp;quot;&lt;br /&gt;
[[Image:S&amp;amp;WModel327.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson 327 R8 - .357 Magnum]]&lt;br /&gt;
[[Image:BFHSW357.jpg|thumb|none|600px|S&amp;amp;W Model 327 R8 as the &amp;quot;RS357&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 642==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 642]] revolver is the default sidearm for the Mechanic on both teams; called the &amp;quot;.38 Snub&amp;quot;. It initially had an incorrect 6-round capacity during the June 2014 beta.  This has since been rectified to 5 rounds as of the February 2015 beta. It has a laser sight equipped by default, which is the only attachment it can use.&lt;br /&gt;
[[Image:S&amp;amp;W642Airweight.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 642 Airweight Snub nose revolver chambered in .38 Special]]&lt;br /&gt;
[[Image:BFHLSNUB03.jpg|thumb|none|600px|Model 642 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLSNUB02.jpg|thumb|none|600px|Model 642's iron sights.]]&lt;br /&gt;
[[Image:BFHLSNUB01.jpg|thumb|none|600px|Player holding the Model 642]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge &amp;quot;Public Defender&amp;quot;==&lt;br /&gt;
The &amp;quot;Public Defender&amp;quot; snub nose version of the [[Taurus Judge]] appears as the &amp;quot;.410 Jury&amp;quot;. It is unlocked for both teams by completing Mechanic Assignment 2&lt;br /&gt;
[[File:JUDGE PUBLIC DEFENDER.jpg|thumb|none|350px|Taurus Judge &amp;quot;Public Defender&amp;quot; - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]] returns from both prior Battlefield games, again named the '.44 Magnum.' It can be purchased for the Criminal Mechanic&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|350px|Taurus Model 44 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Tactical Custom 1911==&lt;br /&gt;
The [[Colt M1911|Vickers Tactical 1911]] comes back from [[Battlefield 4]], somewhat incorrectly called &amp;quot;M1911A1&amp;quot;. It can be purchased for the Law Enforcement Enforcer class. Although it is the same model reused from ''[[Battlefield 4]]'', tritium inserts have been added and the slight misalignment of the sights has been fixed.&lt;br /&gt;
[[Image:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|350px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]]&lt;br /&gt;
[[Image:BFH1911.jpg|thumb|none|600px|Vickers tactical as &amp;quot;M1911&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45]] appears simply as the 'M/45' and can be purchased for the Law Enforcement Mechanic. It is correctly depicted as being open-bolt and lacking a fire selector, unable to chamber an extra round and limited to automatic fire. In prior betas it was a Criminal-exclusive weapon, though for balance reasons was shifted to the Law Enforcement team. It holds 36 rounds with no extra in the chamber and unlike other open-bolt weapons in the game, the bolt is pulled back at the start of an empty reload rather than the end&lt;br /&gt;
[[Image:Kp m45b.jpg|thumb|none|400px|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available for purchase for the Criminal Mechanic class as the &amp;quot;P90&amp;quot;. Earlier beta versions had 40 round capacity, later corrected to 50. The game also shows the magazine to be incorrectly removed without pressing the magazine release button. By default it starts with a heavy barrel attachment which makes it appear as the civilian variant, the FN PS90.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[Image:BFHLP9002.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLP9003.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLP9001.jpg|thumb|none|600px|Stock &amp;quot;P90&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] is an available sub-machine gun for the Mechanic class. This is the starting weapon for the Mechanic in the February 2015 beta, and is equipped with a red dot sight, suppressor and extended magazine, which for some reason holds only 25 rounds. The weapon always has the buttcap of the MP5K-PDW, and the folding stock is optional. Attaching a muzzle device will turn it into the actual MP5K-PDW.&lt;br /&gt;
[[image:MP5K-PDWEarly.jpg|thumb|none|350px|MP5K with PDW-style stock - 9x19mm.]]&lt;br /&gt;
[[image:MP5K-PDW.jpg|thumb|none|350px|MP5K-PDW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]], as the &amp;quot;UMP-45&amp;quot;, was the starting weapon for the Mechanic class in June 2014 beta. The front sight assembly is removed when equipped with optics like in [[Battlefield 4]]. In real life, this would not be possible without permanently altering the weapon. During the Feburary 2015 beta, it instead became available to purchase for the Law Enforcement Mechanic. After the beta, the UMP-45 was swapped to the Criminal team for balancing reasons, with Law Enforcement getting the M/45 in exchange&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:BFHLUMP4501.jpg|thumb|none|600px|UMP-45 being held.]]&lt;br /&gt;
[[Image:BFHLUMP4502.jpg|thumb|none|600px|UMP-45 iron sight.]]&lt;br /&gt;
[[Image:BFHLUMP4503.jpg|thumb|none|600px|Stock UMP-45 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] can be purchased for the Criminal Mechanic class. In the June Beta, it incorrectly chambered a round for 30+1 rounds, but later it was corrected to 32+0. It has a unique bolt handle that extends to the left&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|400px|IMI Uzi - 9x19mm.]]&lt;br /&gt;
[[Image:BFHLUZI02.jpg|thumb|none|600px|Uzi being held.]]&lt;br /&gt;
[[Image:BFHLUZI03.jpg|thumb|none|600px|Uzi iron sight.]]&lt;br /&gt;
[[Image:BFHLUZI01.jpg|thumb|none|600px|Stock Uzi in the loadout menu]]&lt;br /&gt;
[[Image:BFHLUZI.jpg|thumb|none|600px|&amp;quot;I don't know how to Uzi.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] equipped with rails is an available machine pistol sidearm for the Professional class. The MAC-10 in game has an aftermarket upper receiver, which adds a full-length top rail and relocates the bolt handle to the side. It can be unlocked by completing Professional Assignment 2, and can be used by both teams. By default it starts with a Suppressor and a Stock option and a small magazine size of only 15 rounds, and at first was incorrectly depicted as being able to have an additional round in the chamber, despite the real MAC-10 being open-bolt. In the final release of the game, the MAC-10 is indeed shown as an open-bolt weapon&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|none|300px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:BFHMAC10.jpg|thumb|none|600px|MAC-10 in the loadout menu. The charging handle has been moved to the side, to allow for a top rail.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
A full-auto converted [[Intratec TEC-9]] is available for purchase for the Criminal Professional class. It chambers +1 round, which is correct as the TEC-9 is a closed-bolt gun. (Only the original KG-9 is open-bolt) The magazine is shown to be incorrectly holding 20 rounds in a 32 rounds magazine, but this is corrected to 32 with use of the &amp;quot;Extended Magazines&amp;quot; option.&lt;br /&gt;
[[Image:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFHLTEC901.jpg|thumb|none|600px|TEC-9 being held.]]&lt;br /&gt;
[[Image:BFHLTEC902.jpg|thumb|none|600px|TEC-9 iron sight.]]&lt;br /&gt;
[[Image:BFHLTEC903.jpg|thumb|none|600px|Stock TEC-9 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==KRISS K10==&lt;br /&gt;
The [[TDI Vector|KRISS K10]] appears as the 'K10' and can be purchased for the Law Enforcement Mechanic, with an astounding RPM of 1200. To balance out its firing rate, its accuracy is quite low. It also has a slightly below-average magazine size of 25+1&lt;br /&gt;
[[Image:K102.jpg|thumb|none|400px|KRISS K10 with barrel RIS - .45 ACP / 9x19mm Para / .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
An [[M1A1 Thompson]] is introduced in patch 1.04 that was released alongside the Battlefield Hardline: Criminal Activity expansion, although the expansion is not required to own the weapon, which appears simply as ''M1A1''. It is so far the only primary weapon that can be used by all classes. It is equipped with a 30-round magazine by default, and the extended magazine gives it the 50-round drum. It can also equip a stubby grip, but no barrel attachments or different sights. Unlike other weapons, it cannot use camouflages, instead only able to use the Bronze, Silver, or Gold finishes. Curiously, no bolt operation seems to be seen when the weapon is reloaded while empty&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:BFH M1A1.jpg|thumb|none|600px|Unmodified M1A1 Thompson in the loadout menu.]]&lt;br /&gt;
[[Image:BFH M1A1 fgrip ext mag.jpg|thumb|none|600px|M1A1 with 50-round drum magazine and foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] can be unlocked for both teams' Mechanic class by completing the Mechanic Syndicate assignment. By default, it is equipped with a red dot and laser sight.&lt;br /&gt;
[[Image:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFH FMG9 01.jpg|thumb|none|600px|Unmodified FMG-9 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
[[SIG-Sauer MPX]] returns from Battlefield 4 as a purchasable weapon for the Law Enforcement Mechanic, and is chambered in .40 S&amp;amp;W. It has 30 rounds in the magazine. Unlike Battlefield 4, its stock is now collapsed by default but can be extended with the Stock accessory, reducing recoil. It is anachronistic to the single-player missions set in 2012, since the MPX was developed in 2013.&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
[[SPAS-12]] returns from previous Battlefield games for the Criminal Enforcer class, but this time around is set to semi-automatic rather than pump-action. Has 8 + 1 capacity. Despite its semi-automatic firing, waiting after a shot will still cause a pumping animation, and the ejection port seems frozen shut during an empty reload&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37 &amp;quot;Stakeout&amp;quot;==&lt;br /&gt;
The [[Ithaca 37]] in &amp;quot;Stakeout&amp;quot; configuration is an available shotgun for the Police Enforcer class, known as &amp;quot;37 Stakeout&amp;quot; in game. It has the length and wooden forearm of the standard &amp;quot;Stakeout&amp;quot;, but has the heat shield and unique foregrip of the ''[[Miami Vice]]'' movie gun seen below. The foregrip is somehow installed over the forearm. Strangely, a  identical configuration was seen in ''[[Grand Theft Auto: Vice City]]''. It can be bought for the Law Enforcement Enforcer, and can be unlocked early on in the single-player story. It holds 5+1 shells and has a tighter spread than the 870&lt;br /&gt;
[[Image:Custom37.jpg|thumb|none|400px|Customized Ithaca 37 &amp;quot;Stakeout&amp;quot; with Pachymar pistol grip, vertical foregrip, and heat shield - 12 gauge. This movie gun was seen in ''[[Miami Vice]]'' and various films.]]&lt;br /&gt;
[[Image:Stakeout-1-.jpg|thumb|none|400px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
[[Kel-Tec KSG]] is available in Criminal Activity DLC, appearing as KSG12, and holding 14 shells. It exclusive to the Enforcer class on the Law Enforcement team and can be bought fairly cheap, requiring no assignment to complete unlike previous Battlefield games' DLC weapons. Like in other video games featuring the KSG, the two magazine tubes are incorrectly treated as one continuous tube, as the the magazine selector is never operated.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|400px|Kel-Tec KSG with Magpul RVG foregrip - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Marine Magnum==&lt;br /&gt;
The [[Remington 870 Marine Magnum]] is the default weapon for the Enforcer class as the &amp;quot;870P Magnum&amp;quot;, taking the MG36's place during the June 2014 beta as this class' default weapon, as the MG36, along with all other LMGs, are now Battle Pickups as of the February 2015 beta. It has a rail attached to the top of the receiver. By default it is equipped with a Tactical Light, which differs from a regular flashlight in that it only activates when aiming&lt;br /&gt;
[[Image:Remington870MarineMagnum.jpg|thumb|none|400px|Remington 870 Marine Magnum - 12 Gauge]]&lt;br /&gt;
[[Image:BFHLR87001.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR87002.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLR87003.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; with a flashlight attched in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Side by Side Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed-Off Side by Side Shotgun]] is unlocked by the Enforcer class as the &amp;quot;Double-Barrel Shotgun&amp;quot;. It is unlocked by completing the Enforcer Syndicate assignment. When reloading, even if only one shot is fired, both shells are replaced.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Sawed-Off Remington SBS - 12 gauge]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF01.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF02.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF03.jpg|thumb|none|600px|Stock &amp;quot;Sawed Off Shotgun&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==12 Gauge Side-by-Side Shotgun==&lt;br /&gt;
Buying the &amp;quot;Long Barrel&amp;quot; and &amp;quot;Stock&amp;quot; attachments for the sawed-off shotgun will turn it into a full-length [[12 Gauge Double Barreled Shotgun|12 gauge Side-by-Side Shotgun]].&lt;br /&gt;
[[Image:BaikalSBSShotgun.jpg|thumb|none|400px|Baikal SBS shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is available to the Criminal Operator class. Earlier betas had a railed handguard, but it was later changed to the original wood furniture (equipping anything in the Accessory slot will return the RIS handguard.) It has higher damage and better range than the other Operator weapons, but is hard to control and fires slower than the rest.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:BFHLAKM02.jpg|thumb|none|600px|AKM being held.]]&lt;br /&gt;
[[Image:BFHLAKM03.jpg|thumb|none|600px|AKM iron sight.]]&lt;br /&gt;
[[Image:BFHLAKM01.jpg|thumb|none|600px|Stock AKM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is an available carbine for the Criminal team's Operator class. It uses an aftermarket railed handguard and is equipped with a laser sight by default.&lt;br /&gt;
[[Image:AKS74U-RIS.jpg|thumb|none|400px|AKS-74U with railed handguard - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
The [[Bushmaster ACR]] is available to the Operator class as the &amp;quot;ACW-R&amp;quot;. It is featured in-game as a Carbine. It is currently only available for pre-ordering the game or purchasing the Deluxe Edition Upgrade&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, five-sided handguard, and Magpul MBUS sights &amp;amp; PMag magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[Colt M16A4]] is depicted as a fully automatic &amp;quot;M16A3&amp;quot;, similar to [[Battlefield 3]]. It can be purchased by the Law Enforcement Operator, though in early betas was the kit's default weapon.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope - 5.56x45mm. This is the USMC style setup.]]&lt;br /&gt;
[[Image:BFHLM16A30Hold.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; being held. Evident in this screenshot are the incorrectly raised receiver rails, resulting in a small gap between the rear of the carrying handle and the receiver. This is possibly due to needing to match the height of the new handguard rail model (discussed in a following screenshot caption).]]&lt;br /&gt;
[[Image:BFHLM16A302.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; iron sight. Like in BF3 and BF4, the ghost ring assembly is incorrectly modelled with the small aperture style ring but with the opening of a large aperture.]]&lt;br /&gt;
[[Image:BFHLM16A303.jpg|thumb|none|600px|Stock &amp;quot;M16A3&amp;quot; in the loadout menu. Note the long-awaited bayonet lug has been added with a sling swivel (though the swivel should be mounted on the rear lug of the front sight base) along with a new Daniel Defense M4 12.0 free float handguard (a Knight's Armament Company RAS M5 in previous titles).]]&lt;br /&gt;
[[Image:BFHLM16A301.jpg‎|thumb|none|600px|Promotional screenshot of the &amp;quot;M16A3&amp;quot;; this SWAT officer's misfortune at least gives us good lighting on his newly upgraded Magpul PMAGs. Note that the character seems to be using the CIRAS maritime body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] is featured as the &amp;quot;RO933&amp;quot; and is the starting carbine for the Operator class. By default it is equipped with a stubby grip, a flash hider, and an Aimpoint Micro T1 sight&lt;br /&gt;
[[Image:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHardlineRO933.jpg|thumb|none|500px|&amp;quot;RO933&amp;quot; Ingame.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] can be purchased for the Criminal Enforcer and appears as &amp;quot;SA-58 OSW&amp;quot;. It holds 20+1 rounds and comes with a PK-A 3.5x scope by default&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BfhlbetaFal1.jpg|thumb|none|600px|The SA58 OSW being held.]]&lt;br /&gt;
[[Image:BfhlbetaFal2.jpg|thumb|none|600px|The SA58 OSW's iron sights.]]&lt;br /&gt;
[[Image:BfhlbetaFal3.jpg|thumb|none|600px|Chambering a new round. ]]&lt;br /&gt;
[[Image:BfhlbetaFal4.jpg|thumb|none|600px|The SA58 OSW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Operator class. It is currently only available for pre-ordering the game or buying the Deluxe Edition Upgrade. Equipped with an ACOG scope by default, it has a fire rate of 675 RPM in-game. Player characters in-game reload the weapon rather slowly in comparison to other weapons with an empty reload taking 4.2 seconds. &lt;br /&gt;
[[File:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
[[FN FAL]] is available in Criminal Activity DLC for the Criminal Enforcer class. With the stock attachment, it becomes a synthetic furniture model.  It is nearly identical to its more modern counterpart except for a faster rate of fire.&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|450px|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFH FN FAL 01.jpg|thumb|none|600px|Default FN FAL in the loadout menu.]]&lt;br /&gt;
[[Image:BFH FN FAL 02.jpg|thumb|none|600px|FN FAL with the &amp;quot;Stock&amp;quot; attachment, which gives the entire weapon synthetic furtniture.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The Third Generation [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] can be purchased for the Law Enforcement Enforcer and appears as &amp;quot;SCAR-H&amp;quot;. With the heavy barrel attachment, it becomes a mid length SCAR-H STD. The game also shows the incorrectly pressing the magazine release button while empty reload. &lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
[[Heckler &amp;amp; Koch G36C]] is available to purchase for the Law Enforcement Operator class. Like in Battlefield 4, during the beta it has an incorrect rate of fire of 650 rounds per minute instead of 750. but was corrected in the full game to it's proper 750 RPM. In betas, it was exclusive to the Criminal team, but was swapped after the February beta for balancing reasons&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36C02.jpg|thumb|none|600px|G36C being held.]]&lt;br /&gt;
[[Image:BFHLG36C03.jpg|thumb|none|600px|G36C iron sight.]]&lt;br /&gt;
[[Image:BFHLG36C01.jpg|thumb|none|600px|Stock G36C in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36E/KV Hybrid==&lt;br /&gt;
During the June 2014 beta, the [[Heckler &amp;amp; Koch G36|H&amp;amp;K G36E/KV Hybrid]] was the default Enforcer weapon, fitted with a 100-round drum C-Mag. The game refers it as the &amp;quot;MG36&amp;quot; LMG variant, but it is obviously NOT an MG36 since H&amp;amp;K only produced few MG36s with export sight; the weapon in-game is depicted as having the G36KV carrying handle/railmount. When equipped with iron sights, it uses backup iron sights as opposed to the sights mounted on the G36KV carrying handle as they are absent. The gun also shows the bolt being still even when the gun is fired.  As of the February 2015 beta, this weapon is no longer available to the Enforcer, as it, along with other LMGs, are now Battle Pickups. It always spawns with a CompM4S Sight, Muzzle Brake and Laser Sight and can be equipped from the trunk of a player's car with the LMG Armory vehicle upgrade. &lt;br /&gt;
[[Image:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with rail top carry handle - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:HKG36E-KV(MG36).jpg‎|thumb|none|450px|'''Airsoft''' A Hybrid of the G36E/KV which is often confused as the &amp;quot;MG36&amp;quot; Configuration -(fake) 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36K01.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLG36K02.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLG36K04.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; with an EOtech holographic sight.]]&lt;br /&gt;
[[Image:BFHLG36K03.jpg|thumb|none|600px|Stock &amp;quot;MG36&amp;quot;  in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] with 10.4 inch barrel is available to the Criminal Operator class as the &amp;quot;M416&amp;quot;. With the heavy barrel attachment, it becomes a mid length 14.5 inch barrel. In betas, it was exclusive to the Law Enforcement team, though after the Februrary beta was changed to the Criminal team for balancing. It is tied with the RO933 for the highest rate of fire in its weapon class&lt;br /&gt;
[[File:HK416 current.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 D10RS with 10.4 inch barrel - 5.56x45mm NATO.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK51==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK51]] is available for the Criminal Enforcer class. It has a slow rate of fire and its collapsible stock is extended by default&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|Heckler &amp;amp; Koch HK51 - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM]] is available to the Operator class as the &amp;quot;ARM&amp;quot;. It holds an extremely high capacity of 50 rounds and can be unlocked by completing the Operator Syndicate assignment.&lt;br /&gt;
[[File:Galil.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFH Galil ARM 01.jpg|thumb|none|600px|Default ARM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE N 21==&lt;br /&gt;
The [[Galil ACE|Galil ACE N 21]] is available to the Operator class as the &amp;quot;CAR-556&amp;quot;. It is currently only available for pre-ordering the game or buying the Deluxe Edition Upgrade. It posses the second largest magazine capacity of the Operator Weapons (with the ARM being first) holding 40 rounds.&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The Ohio Ordnance HCAR is available for the Law Enforcement Enforcer class. Much like its counterpart on the Criminal team, the HK-51, it has a slow rate of fire but high power. Holds 30+1 rounds&lt;br /&gt;
[[File:HCAR.jpg|thumb|none|450px|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
[[File:BFHardlineHCAR.jpg|thumb|none|500px|The HCAR in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==PTR 91==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3#PTR 91|PTR 91]] is available as a marksman rifle to the Criminal Professional class.&lt;br /&gt;
[[File:PTR91NEW.jpg‎|thumb|none|450px|PTR 91 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLPTR02.jpg|thumb|none|600px|PTR-91 being held.]]&lt;br /&gt;
[[Image:BFHLPTR03.jpg|thumb|none|600px|PTR-91 iron sight.]]&lt;br /&gt;
[[Image:BFHLPTR01.jpg|thumb|none|600px|Stock PTR-91 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG StG 57 / SG 510-4 hybrid==&lt;br /&gt;
[[SIG SG 510]] is available in Criminal Activity DLC for the Law Enforcement Enforcer class. Its modelled after both StG 77 and SG 510-4, as it has the overall black furniture and stock of StG 57, but ironsights and charging handle are from SG 510-4, and is chambered in 7.62x51mm NATO. The default magazine holds 24 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:SIGSG510-4.jpg|thumb|450px|none|SIG SG 510-4 Battle Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SIG-StG-57.jpg|thumb|450px|none|SIG StG 57 Battle Rifle - 7.5mm Swiss]]&lt;br /&gt;
[[Image:BFH SG510.jpg |thumb|600px|none|Default SG 510 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] is available to the Law Enforcement Operator class as the &amp;quot;SG553&amp;quot;. It is equipped by default with an SRS Red Dot. &lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|none|450px|SIG SG 553 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==SAIGA 308==&lt;br /&gt;
The [[SAIGA 308]] as the &amp;quot;SAIGA .308&amp;quot; can be purchased for the Criminal Professional class. As of the beta, no iron sight is available to this gun. Due to either modeling or point of perspective, when viewed from the first person, the scope seems ridiculously large. In the full game, correct iron sights have been added, replicating the AKM ironsights.&lt;br /&gt;
[[Image:Saiga 308.jpg|thumb|none|450px|SAIGA 308 - 7.62х51mm NATO]]&lt;br /&gt;
[[Image:BFHLSAIGA30802.jpg|thumb|none|600px|&amp;quot;SAIGA .308&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAIGA30801.jpg|thumb|none|600px|Stock &amp;quot;SAIGA .308&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[M14 Rifle#Springfield Armory M1A SOCOM 16|Springfield Armory M1A SOCOM 16]] ,  known simply as &amp;quot;SOCOM 16&amp;quot;, is a marksman rifle for the Law Enforcement Professional class.  With the heavy barrel attachment, it becomes a full length M1A.&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|450px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As noted in the intro, man-portable machine guns are Battle Pickups in this entry of the series, and are no longer part of any class' kit.&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] comes back from the previous [[Battlefield]] series. It spawns on some maps as a Battle Pickup equipped with a Holographic sight and a stubby grip. &lt;br /&gt;
[[Image:M240-1.jpg‎|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHM240B.jpg|thumb|none|600px|The M240B in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para==&lt;br /&gt;
An [[M249]] was featured in the Beta on the Counter/Heavy Attack Truck, being used by the secondary gunner and was available for the Enforcer class during early beta's. Now in the full game it is a Battle Pickup instead, and appears as the backdoor weapon for the SUV as well.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg‎|thumb|none|450px|FN M249 Para - 5.56x45mm]]&lt;br /&gt;
[[Image:BFHLSAW01.jpg‎|thumb|none|600px|M249 SAW mounted on top of the Mk19 grenade launcher and M2HB machine gun, that is mounted on top of a Counter/Heavy Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
[[PKP Pecheneg]] is mounted on Criminals' Hardened Attack Truck. It is the default gun used by the driver.&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg machine gun with ammo box - 7.62x54mm R.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==AAC Integrally Suppressed Remington 700==&lt;br /&gt;
The AAC Integrally Suppressed [[Remington 700]] appears as the &amp;quot;.300 Knockout&amp;quot;. It can be unlocked for both teams by completing the Professional Syndicate assignment. It also comes with a straight-pull bult by default&lt;br /&gt;
[[Image:Img 5166-tfb.jpg|thumb|none|451px|AAC Integrally Suppressed Remington 700 - .300 BLK]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]]. This time around, it is correctly designated &amp;quot;AWM&amp;quot;, and correctly chambered in .338 Magnum. It can be purchased for the Criminal Professional.&lt;br /&gt;
[[Image:AI L115A3.jpg|thumb|none|450px|Accuracy International AWM-F - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BFHAWMF.jpg|thumb|none|600px|The hidden incomplete &amp;quot;AWM&amp;quot; on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s AWM-F.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 Enhanced Combat Carbine==&lt;br /&gt;
The [[Knight's Armament SR-25|SR-25 Enhanced Combat Carbine]] appear as &amp;quot;SR-25 ECC&amp;quot;. It can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm]]&lt;br /&gt;
[[Image:BFHSR25.jpg|thumb|none|600px|The hidden incomplete &amp;quot;SR-25 ECC&amp;quot; in the loadout menu on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s Mk 11 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700LTR==&lt;br /&gt;
The [[Remington 700| Remington 700 LTR]], as &amp;quot;R700LTR&amp;quot;, was the default weapon of the Professional class in the June 2014 beta. It is equipped with a fluted barrel. Currently it can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Rem700.jpg|thumb|none|450px|Remington Model 700P LTR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLR70001.jpg|thumb|none|600px|&amp;quot;R700 LTR&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR70002.jpg|thumb|none|600px|Stock &amp;quot;R700 LTR&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Elite==&lt;br /&gt;
The [[Steyr Elite]] appear as &amp;quot;Scout Elite&amp;quot;, is the default weapon of the Professional class starting with the February 2015 beta. By default it is equipped with a straight-pull bolt accessory, removing the need to unscope between aimed shots. Unlike the heavier bolt-action rifles, it comes with only a 6x scope by default, rather than 8x&lt;br /&gt;
[[Image:ELITE.jpeg|thumb|none|450px|Steyr Elite - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Both the Stinger and the RPG-7 were available gadgets for the Mechanic class during the June 2014 beta, but these have since been relegated to Battle Pickups.&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
[[FIM-92A Stinger]] is available as a pick-up weapon only. Just how the police and a criminal syndicate can get a hold of this advanced military grade weapon is beyond anyone's guess, but it functions just like the previous games. The Anti-Air Armory upgrade for certain vehicles allows it to be claimed from their trunk.&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:BFHLStinger01.jpg|thumb|none|600px|Player holding the Stinger.]]&lt;br /&gt;
[[Image:BFHLStinger02.jpg|thumb|none|600px|Player aiming down the sights of the Stinger.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is available to the Law Enforcement Mechanic class. The descrition of the weapon reads &amp;quot;''It's not exactly clear how Law Enforcement got a hold of this baby. A breach-loading launcher, it fires a 40mm high explosive grenade that is effective against light vehicles and agents.''&amp;quot; As in the previous two games, 40mm grenades are more useful for finishing weakened enemies off or taking down vehicles than for direct kills&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|275px|H&amp;amp;K M320 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The M79 is available for the Criminal Mechanic Class. It's description states that the weapon was (obviously) not obtained through legal channels. It functions identically to the M320&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
The [[M79 grenade launcher]] is the criminals' counterpart to the M320.&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The SMAW spawns as a Battle Pickup throughout some maps. It is a single shot weapon, being discarded upon use (similar to [[Battlefield 4]]'s AT4) and is much more powerful than the RPG-7. &lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] can no longer be equipped by the Mechanic class, but can be picked up from various locations. The Anti-Armor Armory upgrade for certain vehicles allows it to be claimed from the vehicle's trunk.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BFHLRPG701.jpg|thumb|none|600px|Player holding the RPG-7V2.]]&lt;br /&gt;
[[Image:BFHLRPG702.jpg|thumb|none|600px|Sights of the RPG-7V2.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==AN/M14 incendiary grenade==&lt;br /&gt;
Available to purchase for any class. Incendiaries (and molotovs) thrown by teammates will have blue fire. Two are carried at once&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 incendiary grenade]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
Available for purchase for any class. As in Battlefield 4, smoke clouds can prevent spotting&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|120px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 fragmentation hand grenade==&lt;br /&gt;
Every class in the game can equip one [[M67 hand grenade|M67 fragmentation hand grenade]]. It is the default grenade&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|150px|M67 fragmentation hand grenade]]&lt;br /&gt;
[[Image:BFHLM6701.jpg|thumb|none|600px|Player holding the M67.]]&lt;br /&gt;
[[Image:BFHLM6702.jpg|thumb|none|600px|M67 on the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
Available for purchase for any class. Players using the Flashbang can carry 2 at a time&lt;br /&gt;
[[Image:M84stun.jpg|thumb|none|100px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears on many vehicles. It is the main weapon for the Counter Attack Trucks. It is also the default door gunner weapon for the transport helicopters, and can be purchased for the SUVs to replace the default M134.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BFHLM201.jpg|thumb|none|600px|Heavy/Counter Attack Truck with the M2HB mounted on top]]&lt;br /&gt;
&lt;br /&gt;
==FN M3M==&lt;br /&gt;
The [[Browning M3#FN GAU-21|FN M3M]] is purchasable for the SUV turret, and the helicopter door gunners, referred to as &amp;quot;M3M&amp;quot;. It differs from the M2HB by having a higher rate of fire.&lt;br /&gt;
[[image:FN GAU-21.jpg|thumb|none|400px|FN M3M (designated GAU-21 in the US military) - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is also mounted on the Counter Attack Truck as a secondary weapon to the [[Browning M2HB]], it can be customized to fire 25mm flechette ammunition.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BFHLMK1901.jpg|thumb|none|600px|Mk 19 grenade launcher on a police Counter Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
[[M134 Minigun]]s are mounted on the Transport Helicopters, Armoured SUV and Attack Helicopter's nose mount.&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHLM13401.jpg|thumb|none|600px|M134 mounted on top of a Armoured Van.]]&lt;br /&gt;
[[Image:BFHLM13403.jpg|thumb|none|600px|Armoured Van with M134 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLM13402.jpg|thumb|none|600px|M134 mounted on top of a Transport Helicopter.]]&lt;br /&gt;
[[Image:BFHLM13404.jpg|thumb|none|600px|Transport Helicopter with M134 in the loadout menu]]&lt;br /&gt;
[[Image:BFHLM13405.jpg|thumb|none|600px|M134 mounted on the nose of the Attack Helicopter.]]&lt;br /&gt;
&lt;br /&gt;
=Misc.=&lt;br /&gt;
&lt;br /&gt;
==Taser X26E==&lt;br /&gt;
The [[Taser#X26|Taser X26E]] appears as an all-kit gadget, in the sidearm slot. It is called &amp;quot;T62 CEW&amp;quot; (for '''C'''onducted '''E'''nergy '''W'''eapon, the official classification for Taser-like weapons) in the game. The ingame version can mount a reflex sight, something not possible with the real-life weapon, and indeed the ingame model shows no rails or other attachment points where one could be mounted. The reticle consists of a large white circle, and two green dots appear in the center if an enemy is within range. Enemies hit with the Taser will visibly spark for several seconds and collapse, and Taser takedowns will award a &amp;quot;Non-Lethal Takedown&amp;quot; score bonus, in addition to allowing players to interrogate the stunned enemy&lt;br /&gt;
[[Image:X26-tazer.jpg|thumb|none|401px|X26E Taser with safety cap on]]&lt;br /&gt;
[[Image:BFHLTaser01.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; being reloaded.]]&lt;br /&gt;
[[Image:BFHLTaser02.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: War]]&lt;br /&gt;
[[Category: Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=946285</id>
		<title>Battlefield Hardline</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=946285"/>
		<updated>2015-08-03T06:13:22Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: fixed an outdated note in the opening&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield Hardline&lt;br /&gt;
|picture=BF Hardline.jpg&lt;br /&gt;
|caption=''Promotional artwork''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=March 17, 2015&lt;br /&gt;
|developer=Visceral&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox 360&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Battlefield Hardline'' is the latest game coming out for the ''[[Battlefield]]'' series, focusing on criminals and police warfare instead of pitting armies against each other.&lt;br /&gt;
&lt;br /&gt;
As in previous games, player take on as one of four classes:&lt;br /&gt;
&lt;br /&gt;
*Operator is akin to the Assault/Medic class, wielding assault rifles and carbines, able to revive and heal other players, and for the first time in the series, revive him/herself under certain conditions.&lt;br /&gt;
*Enforcer is a powerhouse class, wielding high-caliber battle rifles, heavy carbines, and shotguns, as well as dropping ammo for allies. A riot shield and C4 explosive is also unlocked by this class.&lt;br /&gt;
*Mechanic class is the stand in for the Engineer, using sub-machine guns and revolvers. Due to a lesser emphasis on vehicles, the Mechanic now gets more unique equipment like torso armor or the deployable spawn point, though still retains a 40mm grenade launcher and repair tool&lt;br /&gt;
*Professional class is the Recon/Sniper of this game, unlocking both bolt action and high caliber semi-automatic weapons. Gadgets available to this class include the trip mine and a surveillance camera.&lt;br /&gt;
&lt;br /&gt;
All of the classes are capable of equipping a zip-line crossbow, grappling hook launcher, gas mask, or a driving upgrade in place of either or both of their unique gadgets&lt;br /&gt;
&lt;br /&gt;
Rocket launchers and light machine guns are not available to any class, but can be found in locations on the map, or stored in the trunk of a car if the proper upgrade has been purchased for it&lt;br /&gt;
&lt;br /&gt;
As in many prior Battlefield games, most weapons are exclusive to one side when purchased, such as the G36C being only usable by the criminals, or the SCAR-H only being usable by the police. However, obtaining 1250 kills with a specific weapon allows players to purchase a Weapon License, letting them use it regardless of their team&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER*: As of June 12 2014, the screenshots posted here are from the game's beta trial, thus representing the unfinished product. It is quite possible that these weapons are unfinished, expect some of these screenshots to be replaced when the the actual game releases. &lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Unlike previous games in the series, pistols are now class-specific, sorted in different categories. The Operator kit uses the lower-caliber semi-automatics, such as the 92FS and Glock 17. The Mechanic uses revolvers, including the Judge. The Enforcer kit uses heavier pistols such as the M1911 and Desert Eagle, and the Professional uses machine pistols such as the Glock 18 and MAC-10&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] makes an appearance as the &amp;quot;92FS&amp;quot;, and is the starting weapon of the Operator for both factions, and by default comes with improved ironsights. In single-player it is also a default weapon for Nick Mendoza.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:BFHL92FSLoadout.jpg|thumb|none|600px|Stock &amp;quot;92FS&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHL92FS03.jpg|thumb|none|600px|&amp;quot;92FS&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHL92FS02.jpg|thumb|none|600px|Player holding the &amp;quot;92FS&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;93R&amp;quot;==&lt;br /&gt;
The [[Beretta 93R|Beretta 92FS &amp;quot;93R&amp;quot;]] was originally one of the &amp;quot;hidden guns&amp;quot;, it's the same &amp;quot;93R&amp;quot; from [[Battlefield 3]] which, of course, it's a normal [[Beretta 92FS|92FS]] with a resemblance of the 93R. Unlike Battlefield 4's model, it has the extended magazine and ported barrel as it had in Battlefield 3. It is the only burst-fire machine pistol and is exclusive to Law Enforcement&lt;br /&gt;
[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:BFH93R.jpg|thumb|none|600px|Beretta 92FS as the &amp;quot;M93R&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 SP-01 SHADOW==&lt;br /&gt;
The [[CZ 75#CZ 75 SP-01 SHADOW|CZ-75 SP-01 SHADOW]] appears simply as the 'CZ-75' and can be purchased for the Criminal Operator. It has a larger magazine than the 92FS and P226, and is quite accurate. Unlike Battlefield 4's version, it appears to be a 9x19mm model rather than .40 S&amp;amp;W.&lt;br /&gt;
[[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|350px|CZ 75 SP-01 SHADOW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The Desert Eagle Mark XIX appears once again from Battlefield 4 although this time it is called the &amp;quot;Bald Eagle&amp;quot;. Unlike in Battlefield 4, this Desert Eagle has a chrome finish as opposed to black and is now chambered in .50 Action Express instead of .44 Magnum. It can be unlocked for both teams' Enforcer class by completing the Enforcer Assignment 2. A gold-plated version is also used by the VIP in the Crosshair game mode.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:BFHardlineBaldEagle4.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; in the outfitting menu]]&lt;br /&gt;
[[File:BFHardlineBaldEagle1.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; Ingame]]&lt;br /&gt;
[[File:BFHardlineBaldEagle2.jpg|thumb|500px|none|&amp;quot;Uh oh, where did it go?!?&amp;quot;]]&lt;br /&gt;
[[File:BFHardlineBaldEagle3.jpg|thumb|500px|none|&amp;quot;Ta-da!&amp;quot; One of the new unique reloads has the player perform some slight of hand magic to reload the &amp;quot;Bald Eagle&amp;quot;. Chances of encountering this rare reload are 1 in 10,000]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] makes a return from ''[[Battlefield 3]]'' as the &amp;quot;G17&amp;quot;, unlocked for both teams by completing the Operator Assignment 2. It has the highest magazine capacity in its class, just ahead of the CZ-75, and has a much higher firecap than the other semi-automatic handguns&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|Glock 17 3rd Generation - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears as the default sidearm for the Professional class, being incorrectly named the 'G18C'. Its model is ported from Battlefield 4's Glock 18, which had the same slide serrations as a semi-automatic model rather than the unique ones for the 18's fire selector. It comes with a Laser Sight by default. Incidentally, it shares its Battlelog render with the Glock 17&lt;br /&gt;
[[Image: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;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK45C==&lt;br /&gt;
[[Heckler &amp;amp; Koch HK45|Heckler &amp;amp; Koch HK45C]] with threaded barrel is the default sidearm of the Enforcer kit on both teams, called &amp;quot;45T&amp;quot; in the game. By default it comes with a Mini Reflex sight.&lt;br /&gt;
[[Image:HK45C.jpg|thumb|none|350px|Heckler &amp;amp; Koch HK45C - .45 ACP]]&lt;br /&gt;
[[Image:HK45C with Threaded Barrel.jpg|thumb|none|350px|Actual Heckler &amp;amp; Koch HK45C'''T''' for comparison - .45 ACP. Note the different sights.]]&lt;br /&gt;
[[Image:BFHLHK4503.jpg|thumb|none|600px|Stock &amp;quot;HK45C&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLHK4502.jpg|thumb|none|600px|&amp;quot;HK45C&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLHK4501.jpg|thumb|none|600px|Player holding the &amp;quot;HK45C&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] appears as the 'P226' and is available for purchase by Law Enforcement Operators. It has a lower magazine size than any of the Operator's other sidearms.&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P40 Pro==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P40]] Pro appears as the '.40 Pro', and is a pistol for the Enforcer class. It can be differentiated from the standard M&amp;amp;P40 by the 5 inch barrel. Oddly for a pistol originally created for Military and Law Enforcement, it is only available for the Criminal team. It has slightly lower power than the other Enforcer handguns, but has a much higher capacity, acting sort of like the Operator's sidearms&lt;br /&gt;
[[File:S&amp;amp;W-M&amp;amp;P-40.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P40 - .40 S&amp;amp;W ACP]]&lt;br /&gt;
[[File:BFHardline40Pro.jpg|thumb|none|500px|'.40 Pro' in the selection menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 R8==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 R8]] makes its video game debut in this entry of the [[Battlefield]] series, where it can be purchased for the Law Enforcement Mechanic class. It has a higher capacity than any of the other revolvers, with 8 rounds per cylinder. It appears under the name &amp;quot;.357 RS&amp;quot;&lt;br /&gt;
[[Image:S&amp;amp;WModel327.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson 327 R8 - .357 Magnum]]&lt;br /&gt;
[[Image:BFHSW357.jpg|thumb|none|600px|S&amp;amp;W Model 327 R8 as the &amp;quot;RS357&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 642==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 642]] revolver is the default sidearm for the Mechanic on both teams; called the &amp;quot;.38 Snub&amp;quot;. It initially had an incorrect 6-round capacity during the June 2014 beta.  This has since been rectified to 5 rounds as of the February 2015 beta. It has a laser sight equipped by default, which is the only attachment it can use.&lt;br /&gt;
[[Image:S&amp;amp;W642Airweight.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 642 Airweight Snub nose revolver chambered in .38 Special]]&lt;br /&gt;
[[Image:BFHLSNUB03.jpg|thumb|none|600px|Model 642 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLSNUB02.jpg|thumb|none|600px|Model 642's iron sights.]]&lt;br /&gt;
[[Image:BFHLSNUB01.jpg|thumb|none|600px|Player holding the Model 642]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge &amp;quot;Public Defender&amp;quot;==&lt;br /&gt;
The &amp;quot;Public Defender&amp;quot; snub nose version of the [[Taurus Judge]] appears as the &amp;quot;.410 Jury&amp;quot;. It is unlocked for both teams by completing Mechanic Assignment 2&lt;br /&gt;
[[File:JUDGE PUBLIC DEFENDER.jpg|thumb|none|350px|Taurus Judge &amp;quot;Public Defender&amp;quot; - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]] returns from both prior Battlefield games, again named the '.44 Magnum.' It can be purchased for the Criminal Mechanic&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|350px|Taurus Model 44 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Tactical Custom 1911==&lt;br /&gt;
The [[Colt M1911|Vickers Tactical 1911]] comes back from [[Battlefield 4]], somewhat incorrectly called &amp;quot;M1911A1&amp;quot;. It can be purchased for the Law Enforcement Enforcer class. Although it is the same model reused from ''[[Battlefield 4]]'', tritium inserts have been added and the slight misalignment of the sights has been fixed.&lt;br /&gt;
[[Image:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|350px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]]&lt;br /&gt;
[[Image:BFH1911.jpg|thumb|none|600px|Vickers tactical as &amp;quot;M1911&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45]] appears simply as the 'M/45' and can be purchased for the Law Enforcement Mechanic. It is correctly depicted as being open-bolt and lacking a fire selector, unable to chamber an extra round and limited to automatic fire. In prior betas it was a Criminal-exclusive weapon, though for balance reasons was shifted to the Law Enforcement team. It holds 36 rounds with no extra in the chamber and unlike other open-bolt weapons in the game, the bolt is pulled back at the start of an empty reload rather than the end&lt;br /&gt;
[[Image:Kp m45b.jpg|thumb|none|400px|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available for purchase for the Criminal Mechanic class as the &amp;quot;P90&amp;quot;. Earlier beta versions had 40 round capacity, later corrected to 50. The game also shows the magazine to be incorrectly removed without pressing the magazine release button. By default it starts with a heavy barrel attachment which makes it appear as the civilian variant, the FN PS90.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[Image:BFHLP9002.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLP9003.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLP9001.jpg|thumb|none|600px|Stock &amp;quot;P90&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] is an available sub-machine gun for the Mechanic class. This is the starting weapon for the Mechanic in the February 2015 beta, and is equipped with a red dot sight, suppressor and extended magazine, which for some reason holds only 25 rounds. The weapon always has the buttcap of the MP5K-PDW, and the folding stock is optional. Attaching a muzzle device will turn it into the actual MP5K-PDW.&lt;br /&gt;
[[image:MP5K-PDWEarly.jpg|thumb|none|350px|MP5K with PDW-style stock - 9x19mm.]]&lt;br /&gt;
[[image:MP5K-PDW.jpg|thumb|none|350px|MP5K-PDW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]], as the &amp;quot;UMP-45&amp;quot;, was the starting weapon for the Mechanic class in June 2014 beta. The front sight assembly is removed when equipped with optics like in [[Battlefield 4]]. In real life, this would not be possible without permanently altering the weapon. During the Feburary 2015 beta, it instead became available to purchase for the Law Enforcement Mechanic. After the beta, the UMP-45 was swapped to the Criminal team for balancing reasons, with Law Enforcement getting the M/45 in exchange&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:BFHLUMP4501.jpg|thumb|none|600px|UMP-45 being held.]]&lt;br /&gt;
[[Image:BFHLUMP4502.jpg|thumb|none|600px|UMP-45 iron sight.]]&lt;br /&gt;
[[Image:BFHLUMP4503.jpg|thumb|none|600px|Stock UMP-45 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] can be purchased for the Criminal Mechanic class. In the June Beta, it incorrectly chambered a round for 30+1 rounds, but later it was corrected to 32+0. It has a unique bolt handle that extends to the left&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|400px|IMI Uzi - 9x19mm.]]&lt;br /&gt;
[[Image:BFHLUZI02.jpg|thumb|none|600px|Uzi being held.]]&lt;br /&gt;
[[Image:BFHLUZI03.jpg|thumb|none|600px|Uzi iron sight.]]&lt;br /&gt;
[[Image:BFHLUZI01.jpg|thumb|none|600px|Stock Uzi in the loadout menu]]&lt;br /&gt;
[[Image:BFHLUZI.jpg|thumb|none|600px|&amp;quot;I don't know how to Uzi.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] equipped with rails is an available machine pistol sidearm for the Professional class. The MAC-10 in game has an aftermarket upper receiver, which adds a full-length top rail and relocates the bolt handle to the side. It can be unlocked by completing Professional Assignment 2, and can be used by both teams. By default it starts with a Suppressor and a Stock option and a small magazine size of only 15 rounds, and at first was incorrectly depicted as being able to have an additional round in the chamber, despite the real MAC-10 being open-bolt. In the final release of the game, the MAC-10 is indeed shown as an open-bolt weapon&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|none|300px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:BFHMAC10.jpg|thumb|none|600px|MAC-10 in the loadout menu. The charging handle has been moved to the side, to allow for a top rail.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
A full-auto converted [[Intratec TEC-9]] is available for purchase for the Criminal Professional class. It chambers +1 round, which is correct as the TEC-9 is a closed-bolt gun. (Only the original KG-9 is open-bolt) The magazine is shown to be incorrectly holding 20 rounds in a 32 rounds magazine, but this is corrected to 32 with use of the &amp;quot;Extended Magazines&amp;quot; option.&lt;br /&gt;
[[Image:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFHLTEC901.jpg|thumb|none|600px|TEC-9 being held.]]&lt;br /&gt;
[[Image:BFHLTEC902.jpg|thumb|none|600px|TEC-9 iron sight.]]&lt;br /&gt;
[[Image:BFHLTEC903.jpg|thumb|none|600px|Stock TEC-9 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==KRISS K10==&lt;br /&gt;
The [[TDI Vector|KRISS K10]] appears as the 'K10' and can be purchased for the Law Enforcement Mechanic, with an astounding RPM of 1200. To balance out its firing rate, its accuracy is quite low. It also has a slightly below-average magazine size of 25+1&lt;br /&gt;
[[Image:K102.jpg|thumb|none|400px|KRISS K10 with barrel RIS - .45 ACP / 9x19mm Para / .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
An [[M1A1 Thompson]] is introduced in patch 1.04 that was released alongside the Battlefield Hardline: Criminal Activity expansion, although the expansion is not required to own the weapon, which appears simply as ''M1A1''. It is so far the only primary weapon that can be used by all classes. It is equipped with a 30-round magazine by default, and the extended magazine gives it the 50-round drum. It can also equip a stubby grip, but no barrel attachments or different sights. Unlike other weapons, it cannot use camouflages, instead only able to use the Bronze, Silver, or Gold finishes. Curiously, no bolt operation seems to be seen when the weapon is reloaded while empty&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:BFH M1A1.jpg|thumb|none|600px|Unmodified M1A1 Thompson in the loadout menu.]]&lt;br /&gt;
[[Image:BFH M1A1 fgrip ext mag.jpg|thumb|none|600px|M1A1 with 50-round drum magazine and foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] can be unlocked for both teams' Mechanic class by completing the Mechanic Syndicate assignment. By default, it is equipped with a red dot and laser sight.&lt;br /&gt;
[[Image:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFH FMG9 01.jpg|thumb|none|600px|Unmodified FMG-9 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
[[SIG-Sauer MPX]] returns from Battlefield 4 as a purchasable weapon for the Law Enforcement Mechanic, and is chambered in .40 S&amp;amp;W. It has 30 rounds in the magazine. Unlike Battlefield 4, its stock is now collapsed by default but can be extended with the Stock accessory, reducing recoil. It is anachronistic to the single-player missions set in 2012, since the MPX was developed in 2013.&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
[[SPAS-12]] returns from previous Battlefield games for the Criminal Enforcer class, but this time around is set to semi-automatic rather than pump-action. Has 8 + 1 capacity. Despite its semi-automatic firing, waiting after a shot will still cause a pumping animation, and the ejection port seems frozen shut during an empty reload&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37 &amp;quot;Stakeout&amp;quot;==&lt;br /&gt;
The [[Ithaca 37]] in &amp;quot;Stakeout&amp;quot; configuration is an available shotgun for the Police Enforcer class, known as &amp;quot;37 Stakeout&amp;quot; in game. It has the length and wooden forearm of the standard &amp;quot;Stakeout&amp;quot;, but has the heat shield and unique foregrip of the ''[[Miami Vice]]'' movie gun seen below. The foregrip is somehow installed over the forearm. Strangely, a  identical configuration was seen in ''[[Grand Theft Auto: Vice City]]''. It can be bought for the Law Enforcement Enforcer, and can be unlocked early on in the single-player story. It holds 5+1 shells and has a tighter spread than the 870&lt;br /&gt;
[[Image:Custom37.jpg|thumb|none|400px|Customized Ithaca 37 &amp;quot;Stakeout&amp;quot; with Pachymar pistol grip, vertical foregrip, and heat shield - 12 gauge. This movie gun was seen in ''[[Miami Vice]]'' and various films.]]&lt;br /&gt;
[[Image:Stakeout-1-.jpg|thumb|none|400px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
[[Kel-Tec KSG]] is available in Criminal Activity DLC, appearing as KSG12, and holding 14 shells. It exclusive to the Enforcer class on the Law Enforcement team and can be bought fairly cheap, requiring no assignment to complete unlike previous Battlefield games' DLC weapons. Like in other video games featuring the KSG, the two magazine tubes are incorrectly treated as one continuous tube, as the the magazine selector is never operated.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|400px|Kel-Tec KSG with Magpul RVG foregrip - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Marine Magnum==&lt;br /&gt;
The [[Remington 870 Marine Magnum]] is the default weapon for the Enforcer class as the &amp;quot;870P Magnum&amp;quot;, taking the MG36's place during the June 2014 beta as this class' default weapon, as the MG36, along with all other LMGs, are now Battle Pickups as of the February 2015 beta. It has a rail attached to the top of the receiver. By default it is equipped with a Tactical Light, which differs from a regular flashlight in that it only activates when aiming&lt;br /&gt;
[[Image:Remington870MarineMagnum.jpg|thumb|none|400px|Remington 870 Marine Magnum - 12 Gauge]]&lt;br /&gt;
[[Image:BFHLR87001.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR87002.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLR87003.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; with a flashlight attched in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Side by Side Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed-Off Side by Side Shotgun]] is unlocked by the Enforcer class as the &amp;quot;Double-Barrel Shotgun&amp;quot;. It is unlocked by completing the Enforcer Syndicate assignment. When reloading, even if only one shot is fired, both shells are replaced.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Sawed-Off Remington SBS - 12 gauge]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF01.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF02.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF03.jpg|thumb|none|600px|Stock &amp;quot;Sawed Off Shotgun&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==12 Gauge Side-by-Side Shotgun==&lt;br /&gt;
Buying the &amp;quot;Long Barrel&amp;quot; and &amp;quot;Stock&amp;quot; attachments for the sawed-off shotgun will turn it into a full-length [[12 Gauge Double Barreled Shotgun|12 gauge Side-by-Side Shotgun]].&lt;br /&gt;
[[Image:BaikalSBSShotgun.jpg|thumb|none|400px|Baikal SBS shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is available to the Criminal Operator class. Earlier betas had a railed handguard, but it was later changed to the original wood furniture (equipping anything in the Accessory slot will return the RIS handguard.) It has higher damage and better range than the other Operator weapons, but is hard to control and fires slower than the rest.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:BFHLAKM02.jpg|thumb|none|600px|AKM being held.]]&lt;br /&gt;
[[Image:BFHLAKM03.jpg|thumb|none|600px|AKM iron sight.]]&lt;br /&gt;
[[Image:BFHLAKM01.jpg|thumb|none|600px|Stock AKM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is an available carbine for the Criminal team's Operator class. It uses an aftermarket railed handguard and is equipped with a laser sight by default.&lt;br /&gt;
[[Image:AKS74U-RIS.jpg|thumb|none|400px|AKS-74U with railed handguard - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
The [[Bushmaster ACR]] is available to the Operator class as the &amp;quot;ACW-R&amp;quot;. It is featured in-game as a Carbine. It is currently only available for pre-ordering the game or purchasing the Deluxe Edition Upgrade&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, five-sided handguard, and Magpul MBUS sights &amp;amp; PMag magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[Colt M16A4]] is depicted as a fully automatic &amp;quot;M16A3&amp;quot;, similar to [[Battlefield 3]]. It can be purchased by the Law Enforcement Operator, though in early betas was the kit's default weapon.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope - 5.56x45mm. This is the USMC style setup.]]&lt;br /&gt;
[[Image:BFHLM16A30Hold.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; being held. Evident in this screenshot are the incorrectly raised receiver rails, resulting in a small gap between the rear of the carrying handle and the receiver. This is possibly due to needing to match the height of the new handguard rail model (discussed in a following screenshot caption).]]&lt;br /&gt;
[[Image:BFHLM16A302.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; iron sight. Like in BF3 and BF4, the ghost ring assembly is incorrectly modelled with the small aperture style ring but with the opening of a large aperture.]]&lt;br /&gt;
[[Image:BFHLM16A303.jpg|thumb|none|600px|Stock &amp;quot;M16A3&amp;quot; in the loadout menu. Note the long-awaited bayonet lug has been added with a sling swivel (though the swivel should be mounted on the rear lug of the front sight base) along with a new Daniel Defense M4 12.0 free float handguard (a Knight's Armament Company RAS M5 in previous titles).]]&lt;br /&gt;
[[Image:BFHLM16A301.jpg‎|thumb|none|600px|Promotional screenshot of the &amp;quot;M16A3&amp;quot;; this SWAT officer's misfortune at least gives us good lighting on his newly upgraded Magpul PMAGs. Note that the character seems to be using the CIRAS maritime body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] is featured as the &amp;quot;RO933&amp;quot; and is the starting carbine for the Operator class. By default it is equipped with a stubby grip, a flash hider, and an Aimpoint Micro T1 sight&lt;br /&gt;
[[Image:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHardlineRO933.jpg|thumb|none|500px|&amp;quot;RO933&amp;quot; Ingame.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] can be purchased for the Criminal Enforcer and appears as &amp;quot;SA-58 OSW&amp;quot;. It holds 20+1 rounds and comes with a PK-A 3.5x scope by default&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BfhlbetaFal1.jpg|thumb|none|600px|The SA58 OSW being held.]]&lt;br /&gt;
[[Image:BfhlbetaFal2.jpg|thumb|none|600px|The SA58 OSW's iron sights.]]&lt;br /&gt;
[[Image:BfhlbetaFal3.jpg|thumb|none|600px|Chambering a new round. ]]&lt;br /&gt;
[[Image:BfhlbetaFal4.jpg|thumb|none|600px|The SA58 OSW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Operator class. It is currently only available for pre-ordering the game or buying the Deluxe Edition Upgrade. Equipped with an ACOG scope by default, it has a fire rate of 675 RPM in-game. Player characters in-game reload the weapon rather slowly in comparison to other weapons with an empty reload taking 4.2 seconds. &lt;br /&gt;
[[File:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
[[FN FAL]] is available in Criminal Activity DLC for the Criminal Enforcer class. With the stock attachment, it becomes a synthetic furniture model.  It is nearly identical to its more modern counterpart except for a faster rate of fire.&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|450px|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFH FN FAL 01.jpg|thumb|none|600px|Default FN FAL in the loadout menu.]]&lt;br /&gt;
[[Image:BFH FN FAL 02.jpg|thumb|none|600px|FN FAL with the &amp;quot;Stock&amp;quot; attachment, which gives the entire weapon synthetic furtniture.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The Third Generation [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] can be purchased for the Law Enforcement Enforcer and appears as &amp;quot;SCAR-H&amp;quot;. With the heavy barrel attachment, it becomes a mid length SCAR-H STD. The game also shows the incorrectly pressing the magazine release button while empty reload. &lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
[[Heckler &amp;amp; Koch G36C]] is available to purchase for the Law Enforcement Operator class. Like in Battlefield 4, during the beta it has an incorrect rate of fire of 650 rounds per minute instead of 750. but was corrected in the full game to it's proper 750 RPM. In betas, it was exclusive to the Criminal team, but was swapped after the February beta for balancing reasons&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36C02.jpg|thumb|none|600px|G36C being held.]]&lt;br /&gt;
[[Image:BFHLG36C03.jpg|thumb|none|600px|G36C iron sight.]]&lt;br /&gt;
[[Image:BFHLG36C01.jpg|thumb|none|600px|Stock G36C in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36E/KV Hybrid==&lt;br /&gt;
During the June 2014 beta, the [[Heckler &amp;amp; Koch G36|H&amp;amp;K G36E/KV Hybrid]] was the default Enforcer weapon, fitted with a 100-round drum C-Mag. The game refers it as the &amp;quot;MG36&amp;quot; LMG variant, but it is obviously NOT an MG36 since H&amp;amp;K only produced few MG36s with export sight; the weapon in-game is depicted as having the G36KV carrying handle/railmount. When equipped with iron sights, it uses backup iron sights as opposed to the sights mounted on the G36KV carrying handle as they are absent. The gun also shows the bolt being still even when the gun is fired.  As of the February 2015 beta, this weapon is no longer available to the Enforcer, as it, along with other LMGs, are now Battle Pickups. It always spawns with a CompM4S Sight, Muzzle Brake and Laser Sight and can be equipped from the trunk of a player's car with the LMG Armory vehicle upgrade. &lt;br /&gt;
[[Image:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with rail top carry handle - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:HKG36E-KV(MG36).jpg‎|thumb|none|450px|'''Airsoft''' A Hybrid of the G36E/KV which is often confused as the &amp;quot;MG36&amp;quot; Configuration -(fake) 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36K01.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLG36K02.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLG36K04.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; with an EOtech holographic sight.]]&lt;br /&gt;
[[Image:BFHLG36K03.jpg|thumb|none|600px|Stock &amp;quot;MG36&amp;quot;  in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] with 10.4 inch barrel is available to the Criminal Operator class as the &amp;quot;M416&amp;quot;. With the heavy barrel attachment, it becomes a mid length 14.5 inch barrel. In betas, it was exclusive to the Law Enforcement team, though after the Februrary beta was changed to the Criminal team for balancing. It is tied with the RO933 for the highest rate of fire in its weapon class&lt;br /&gt;
[[File:HK416 current.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 D10RS with 10.4 inch barrel - 5.56x45mm NATO.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK51==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK51]] is available for the Criminal Enforcer class. It has a slow rate of fire and its collapsible stock is extended by default&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|Heckler &amp;amp; Koch HK51 - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM]] is available to the Operator class as the &amp;quot;ARM&amp;quot;. It holds an extremely high capacity of 50 rounds and can be unlocked by completing the Operator Syndicate assignment.&lt;br /&gt;
[[File:Galil.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFH Galil ARM 01.jpg|thumb|none|600px|Default ARM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE N 21==&lt;br /&gt;
The [[Galil ACE|Galil ACE N 21]] is available to the Operator class as the &amp;quot;CAR-556&amp;quot;. It is currently only available for pre-ordering the game or buying the Deluxe Edition Upgrade. It posses the second largest magazine capacity of the Operator Weapons (with the ARM being first) holding 40 rounds.&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The Ohio Ordnance HCAR is available for the Law Enforcement Enforcer class. Much like its counterpart on the Criminal team, the HK-51, it has a slow rate of fire but high power. Holds 30+1 rounds&lt;br /&gt;
[[File:HCAR.jpg|thumb|none|450px|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
[[File:BFHardlineHCAR.jpg|thumb|none|500px|The HCAR in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==PTR 91==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3#PTR 91|PTR 91]] is available as a marksman rifle to the Criminal Professional class.&lt;br /&gt;
[[File:PTR91NEW.jpg‎|thumb|none|450px|PTR 91 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLPTR02.jpg|thumb|none|600px|PTR-91 being held.]]&lt;br /&gt;
[[Image:BFHLPTR03.jpg|thumb|none|600px|PTR-91 iron sight.]]&lt;br /&gt;
[[Image:BFHLPTR01.jpg|thumb|none|600px|Stock PTR-91 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG StG 57 / SG 510-4 hybrid==&lt;br /&gt;
[[SIG SG 510]] is available in Criminal Activity DLC for the Law Enforcement Enforcer class. Its modelled after both StG 77 and SG 510-4, as it has the overall black furniture and stock of StG 57, but ironsights and charging handle are from SG 510-4, and is chambered in 7.62x51mm NATO. The default magazine holds 24 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:SIGSG510-4.jpg|thumb|450px|none|SIG SG 510-4 Battle Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SIG-StG-57.jpg|thumb|450px|none|SIG StG 57 Battle Rifle - 7.5mm Swiss]]&lt;br /&gt;
[[Image:BFH SG510.jpg |thumb|600px|none|Default SG 510 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] is available to the Law Enforcement Operator class as the &amp;quot;SG553&amp;quot;. It is equipped by default with an SRS Red Dot. &lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|none|450px|SIG SG 553 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==SAIGA 308==&lt;br /&gt;
The [[SAIGA 308]] as the &amp;quot;SAIGA .308&amp;quot; can be purchased for the Criminal Professional class. As of the beta, no iron sight is available to this gun. Due to either modeling or point of perspective, when viewed from the first person, the scope seems ridiculously large. In the full game, correct iron sights have been added, replicating the AKM ironsights.&lt;br /&gt;
[[Image:Saiga 308.jpg|thumb|none|450px|SAIGA 308 - 7.62х51mm NATO]]&lt;br /&gt;
[[Image:BFHLSAIGA30802.jpg|thumb|none|600px|&amp;quot;SAIGA .308&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAIGA30801.jpg|thumb|none|600px|Stock &amp;quot;SAIGA .308&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[M14 Rifle#Springfield Armory M1A SOCOM 16|Springfield Armory M1A SOCOM 16]] ,  known simply as &amp;quot;SOCOM 16&amp;quot;, is a marksman rifle for the Law Enforcement Professional class.  With the heavy barrel attachment, it becomes a full length M1A.&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|450px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As noted in the intro, man-portable machine guns are Battle Pickups in this entry of the series, and are no longer part of any class' kit.&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] comes back from the previous [[Battlefield]] series. It spawns on some maps as a Battle Pickup equipped with a Holographic sight and a stubby grip. &lt;br /&gt;
[[Image:M240-1.jpg‎|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHM240B.jpg|thumb|none|600px|The M240B in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para==&lt;br /&gt;
An [[M249]] was featured in the Beta on the Counter/Heavy Attack Truck, being used by the secondary gunner and was available for the Enforcer class during early beta's. Now in the full game it is a Battle Pickup instead, and appears as the backdoor weapon for the SUV as well.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg‎|thumb|none|450px|FN M249 Para - 5.56x45mm]]&lt;br /&gt;
[[Image:BFHLSAW01.jpg‎|thumb|none|600px|M249 SAW mounted on top of the Mk19 grenade launcher and M2HB machine gun, that is mounted on top of a Counter/Heavy Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
[[PKP Pecheneg]] is mounted on Criminals' Hardened Attack Truck. It is the default gun used by the driver.&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg machine gun with ammo box - 7.62x54mm R.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==AAC Integrally Suppressed Remington 700==&lt;br /&gt;
The AAC Integrally Suppressed [[Remington 700]] appears as the &amp;quot;.300 Knockout&amp;quot;. It can be unlocked for both teams by completing the Professional Syndicate assignment. It also comes with a straight-pull bult by default&lt;br /&gt;
[[Image:Img 5166-tfb.jpg|thumb|none|451px|AAC Integrally Suppressed Remington 700 - .300 BLK]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]]. This time around, it is correctly designated &amp;quot;AWM&amp;quot;, and correctly chambered in .338 Magnum. It can be purchased for the Criminal Professional.&lt;br /&gt;
[[Image:AI L115A3.jpg|thumb|none|450px|Accuracy International AWM-F - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BFHAWMF.jpg|thumb|none|600px|The hidden incomplete &amp;quot;AWM&amp;quot; on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s AWM-F.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 Enhanced Combat Carbine==&lt;br /&gt;
The [[Knight's Armament SR-25|SR-25 Enhanced Combat Carbine]] appear as &amp;quot;SR-25 ECC&amp;quot;. It can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm]]&lt;br /&gt;
[[Image:BFHSR25.jpg|thumb|none|600px|The hidden incomplete &amp;quot;SR-25 ECC&amp;quot; in the loadout menu on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s Mk 11 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700LTR==&lt;br /&gt;
The [[Remington 700| Remington 700 LTR]], as &amp;quot;R700LTR&amp;quot;, was the default weapon of the Professional class in the June 2014 beta. It is equipped with a fluted barrel. Currently it can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Rem700.jpg|thumb|none|450px|Remington Model 700P LTR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLR70001.jpg|thumb|none|600px|&amp;quot;R700 LTR&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR70002.jpg|thumb|none|600px|Stock &amp;quot;R700 LTR&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Elite==&lt;br /&gt;
The [[Steyr Elite]] appear as &amp;quot;Scout Elite&amp;quot;, is the default weapon of the Professional class starting with the February 2015 beta. By default it is equipped with a straight-pull bolt accessory, removing the need to unscope between aimed shots. Unlike the heavier bolt-action rifles, it comes with only a 6x scope by default, rather than 8x&lt;br /&gt;
[[Image:ELITE.jpeg|thumb|none|450px|Steyr Elite - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Both the Stinger and the RPG-7 were available gadgets for the Mechanic class during the June 2014 beta, but these have since been relegated to Battle Pickups.&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
[[FIM-92A Stinger]] is available as a pick-up weapon only. Just how the police and a criminal syndicate can get a hold of this advanced military grade weapon is beyond anyone's guess, but it functions just like the previous games. The Anti-Air Armory upgrade for certain vehicles allows it to be claimed from their trunk.&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:BFHLStinger01.jpg|thumb|none|600px|Player holding the Stinger.]]&lt;br /&gt;
[[Image:BFHLStinger02.jpg|thumb|none|600px|Player aiming down the sights of the Stinger.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is available to the Law Enforcement Mechanic class. The descrition of the weapon reads &amp;quot;''It's not exactly clear how Law Enforcement got a hold of this baby. A breach-loading launcher, it fires a 40mm high explosive grenade that is effective against light vehicles and agents.''&amp;quot; As in the previous two games, 40mm grenades are more useful for finishing weakened enemies off or taking down vehicles than for direct kills&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|275px|H&amp;amp;K M320 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The M79 is available for the Criminal Mechanic Class. It's description states that the weapon was (obviously) not obtained through legal channels. It functions identically to the M320&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
The [[M79 grenade launcher]] is the criminals' counterpart to the M320.&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The SMAW spawns as a Battle Pickup throughout some maps. It is a single shot weapon, being discarded upon use (similar to [[Battlefield 4]]'s AT4) and is much more powerful than the RPG-7. &lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] can no longer be equipped by the Mechanic class, but can be picked up from various locations. The Anti-Armor Armory upgrade for certain vehicles allows it to be claimed from the vehicle's trunk.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BFHLRPG701.jpg|thumb|none|600px|Player holding the RPG-7V2.]]&lt;br /&gt;
[[Image:BFHLRPG702.jpg|thumb|none|600px|Sights of the RPG-7V2.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==AN/M14 incendiary grenade==&lt;br /&gt;
Available to purchase for any class. Incendiaries (and molotovs) thrown by teammates will have blue fire. Two are carried at once&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 incendiary grenade]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
Available for purchase for any class. As in Battlefield 4, smoke clouds can prevent spotting&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|120px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 fragmentation hand grenade==&lt;br /&gt;
Every class in the game can equip one [[M67 hand grenade|M67 fragmentation hand grenade]]. It is the default grenade&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|150px|M67 fragmentation hand grenade]]&lt;br /&gt;
[[Image:BFHLM6701.jpg|thumb|none|600px|Player holding the M67.]]&lt;br /&gt;
[[Image:BFHLM6702.jpg|thumb|none|600px|M67 on the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
Available for purchase for any class. Players using the Flashbang can carry 2 at a time&lt;br /&gt;
[[Image:M84stun.jpg|thumb|none|100px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears on many vehicles. It is the main weapon for the Counter Attack Trucks. It is also the default door gunner weapon for the transport helicopters, and can be purchased for the SUVs to replace the default M134.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BFHLM201.jpg|thumb|none|600px|Heavy/Counter Attack Truck with the M2HB mounted on top]]&lt;br /&gt;
&lt;br /&gt;
==FN M3M==&lt;br /&gt;
The [[Browning M3#FN GAU-21|FN M3M]] is purchasable for the SUV turret, and the helicopter door gunners, referred to as &amp;quot;M3M&amp;quot;. It differs from the M2HB by having a higher rate of fire.&lt;br /&gt;
[[image:FN GAU-21.jpg|thumb|none|400px|FN M3M (designated GAU-21 in the US military) - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is also mounted on the Counter Attack Truck as a secondary weapon to the [[Browning M2HB]], it can be customized to fire 25mm flechette ammunition.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BFHLMK1901.jpg|thumb|none|600px|Mk 19 grenade launcher on a police Counter Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
[[M134 Minigun]]s are mounted on the Transport Helicopters, Armoured SUV and Attack Helicopter's nose mount.&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHLM13401.jpg|thumb|none|600px|M134 mounted on top of a Armoured Van.]]&lt;br /&gt;
[[Image:BFHLM13403.jpg|thumb|none|600px|Armoured Van with M134 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLM13402.jpg|thumb|none|600px|M134 mounted on top of a Transport Helicopter.]]&lt;br /&gt;
[[Image:BFHLM13404.jpg|thumb|none|600px|Transport Helicopter with M134 in the loadout menu]]&lt;br /&gt;
[[Image:BFHLM13405.jpg|thumb|none|600px|M134 mounted on the nose of the Attack Helicopter.]]&lt;br /&gt;
&lt;br /&gt;
=Misc.=&lt;br /&gt;
&lt;br /&gt;
==Taser X26E==&lt;br /&gt;
The [[Taser#X26|Taser X26E]] appears as an all-kit gadget, in the sidearm slot. It is called &amp;quot;T62 CEW&amp;quot; (for '''C'''onducted '''E'''nergy '''W'''eapon, the official classification for Taser-like weapons) in the game. The ingame version can mount a reflex sight, something not possible with the real-life weapon, and indeed the ingame model shows no rails or other attachment points where one could be mounted. The reticle consists of a large white circle, and two green dots appear in the center if an enemy is within range. Enemies hit with the Taser will visibly spark for several seconds and collapse, and Taser takedowns will award a &amp;quot;Non-Lethal Takedown&amp;quot; score bonus, in addition to allowing players to interrogate the stunned enemy&lt;br /&gt;
[[Image:X26-tazer.jpg|thumb|none|401px|X26E Taser with safety cap on]]&lt;br /&gt;
[[Image:BFHLTaser01.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; being reloaded.]]&lt;br /&gt;
[[Image:BFHLTaser02.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: War]]&lt;br /&gt;
[[Category: Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=941901</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=941901"/>
		<updated>2015-07-20T08:47:37Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Glock 17 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2.&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PSN&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Payday 2''' is the sequel to [[Payday: The Heist]]. As with the first game, players may join up to three others in a spree of robberies and other heists to earn money. Payday 2 noticeably features many changes from the first game, among other things the new skill tree. Each of the five trees (the '''Mastermind''', '''Enforcer''', '''Technician''', '''Ghost''', and '''Fugitive''') focuses on differing specializations, though unlike the first game do not grant new weapons for level ups (aside from special examples like the portable saw). Weapons are instead unlocked to purchase by leveling up, which now is done with experience points instead of money. Money is used to buy new weapons, modifications, and masks, though it is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and addons.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
&lt;br /&gt;
The game operates with the heister moving in with 2 weapons, and 2 weapons only. A primary and a secondary. Primaries consist of assault rifles, shotguns, and marksman rifles. Secondaries consist of pistols, machine pistols, and bizarrely, a few chopped down variants of some shotguns and assault rifles. Players can take ammo from enemies, but not weapons, ala [[SWAT 4]] and other such tactical shooters.&lt;br /&gt;
&lt;br /&gt;
Each weapon has its own customization options, though some like the Glock 17 barely have any and others like the M4A1 may have much more than others. In addition to shared items like suppressors, weapons also have their own sets of unique addons, such as extended magazines or different finishes or grips. Mods can be removed from these weapons for no charge, and the mod in question will not be lost, merely returned to the player's inventory. However, re-adding it will again require money.&lt;br /&gt;
&lt;br /&gt;
In addition to this, owners of the Gage Weapon Pack #1 DLC will be allowed to change the firing mode between fully automatic and semi-automatic on all applicable weapons, and unlock access to special addons that enable locking a weapon permanently in one fire mode. Owners of the Gage Weapon Pack #2 DLC will also have access to the machine guns as well as new knives. Owners of the Gage Mod Courier DLC will also be able to unlock a special set of modifications that are otherwise unobtainable. As a bonus, the pack also comes with extra reticles and colors for all sights, though players without the DLC will still be able to use all the colors and a few of the new reticles. In addition, every weapon DLC pack since (and a few heist DLCs) have had even more new guns and melee weapons, and have begun to lock weapon addons to specific achievements rather than random drops. Finally, a noteworthy addition from the Gage Shotgun Pack DLC is the option to use different shell types for any of the game's shotguns. All firearms in Payday 2 are capable of performing a &amp;quot;tactical reload&amp;quot; (i.e. reload when the magazine isn't emptied) in addition to the &amp;quot;dry&amp;quot; animation, though as is common with most contemporary non-tactical shooters, none of them retain the round currently in battery, meaning there is no &amp;quot;one round in the chamber&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As a final addition, starting with the October 22, 2014 patch, players with a specific skill set are also allowed to replace their primary with two dual-wielded pistols, though this obviously comes with penalties to aiming and recoil and can currently can only be done with a few pistols. Dual-wielding can be done by any player with enough perks in the Hitman perk deck unlocked, or by players who have the Akimbo skill from the Fugitive tree&lt;br /&gt;
&lt;br /&gt;
As of Update #65 (The first person animation update) All base game guns (except for the Bronco .44) and some DLC weapons have received new first person animations, most notably new reloading animations. Also with this update magazines now actually have fully modeled bullets in them, on top of that, it's is possible to see the bullets in the transparent magazines of weapons such as the JP36, Commando 553, Kobus 90 etc.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot; and is unlocked at reputation level 6, and has an incorrect 14-round magazine. Presently, it is one of the seven pistols that can be dual-wielded. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
===Beretta 92FS Centurion Akimbo===&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion akimbo -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Beretta 92FS Centurion Akimbo&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Beretta 92FS Centurion Akimbo&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Beretta 92FS Centurion Akimbo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|350px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked at level 19, the [[Steyr_TMP#Brügger &amp;amp; Thomet MP9|B&amp;amp;T MP9]] appears as the '''CMP''', in reference to the Steyr TMP lookalike in the Nintendo 64 title ''Perfect Dark''. It has an unfortunate niche in the stat rankings where it's not able to muster enough brawn to plug heavier SWAT in single headshots, but isn't quite small enough to pocket for stealth tasks either. What makes it such a hidden gem are the terrific accuracy and stability for its fire rate, which mean that it can put three rounds into a helmet where other SMGs could only place one before jumping off mark. The quick reload, deep ammo pool and agreeable hipfire performance are just further perks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only crimp is the missing fire selection dial. It'd normally sit near the magazine release in thumb's reach, but this one uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the grip. The &amp;quot;Solid Stock&amp;quot; comes standard in the MP9N-A4 model, the 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The last one in the bunch come along only recently in the Butcher's Mod Pack.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off the night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too fast to use over a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with an optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got their shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 hipfire.jpg|thumb|none|600px|Breaking down Shield formations without heavy weapons demands the four F:s of tactics - although Dragan here substitutes &amp;quot;find&amp;quot; and &amp;quot;fix&amp;quot; parts with &amp;quot;angry&amp;quot; and &amp;quot;Croatian&amp;quot;. Whatever works.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is. The sidearms carried by FBI Heavy Response Shields didn't have to conform to that change.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in-game as the &amp;quot;Chimano 88 Pistol&amp;quot;. It is the default secondary weapon, and is rather weak though holds a fairly large 17-round magazine. Originally it could only use one of three suppressors, though a few more compatible parts have been added in patches. It is one of seven pistols that can be dual-wielded&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 Generation 3 - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Glock 17 Gen 3 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Glock 17 Gen 3 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C Generation 3==&lt;br /&gt;
The [[Glock 18|Glock 18C Generation 3]] is unlocked at reputation level 29 and, as in the first game, is known as the &amp;quot;STRYK 18c.&amp;quot; It still features a high rate of fire, low power, and low accuracy and comes with a 20-round magazine and tan frame and slide.  Notably, it is one of 3 select-fire capable guns in the game that does not get the fire-mode locking mods.&lt;br /&gt;
[[file:Glock18c_01-1-.jpg|thumb|none|350px|Glock 18C Generation 3 - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C Generation 3==&lt;br /&gt;
The [[Glock 22|Glock 22C Generation 3]] appears as a new gun added in the Election Day update (3/20/2014) and is named the &amp;quot;Chimano Custom&amp;quot;, with the website render marking it as a .40 S&amp;amp;W model. It has a default magazine of 16 rounds and can be modified in most of the same ways as the Glock 18. It has a unique red front sight and a flared magazine well and an identical-colored frame to the Glock 18C. The Custom becomes a Glock 35 if equipped with the Long Slide modification. This is one of the seven pistols that can be dual-wielded&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22C Generation 3 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26==&lt;br /&gt;
The [[Glock 26]] appears as a new gun added in the John Wick update (10/22/2014) and is named the &amp;quot;Chimano Compact&amp;quot;. It correctly holds 10 rounds and presently is one of the seven pistols that can be dual-wielded. Unusually, its dual-wield version has even less reserve ammunition than the single one, despite most other pistols using double their normal ammunition amount when dual-wielded (likely done for balancing, as the single gun has 150 rounds total)&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact Pistol - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Glock 26 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Glock 26 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Glock 26 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Glock 26&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 26 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Glock 26&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 26 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 26&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 26 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 26&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 26 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Glock 26&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 26 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 26&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 26 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 26&amp;quot;.]]&lt;br /&gt;
===Glock 26 Akimbo===&lt;br /&gt;
[[File:Payday2 Glock 26 akimbo -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Glock 26 akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Glock 26 Akimbo&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 26 akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 26 Akimbo&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 26 akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 26 Akimbo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Tactical|Heckler &amp;amp; Koch USP Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot; and is automatically unlocked for purchase by joining the Payday 2 Official Steam Group. It is decently powerful and holds a 13-round magazine. It is one of seven pistols that can be dual-wielded (along with all variants below)&lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP Tactical - .45 ACP.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Expert==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Expert|Heckler &amp;amp; Koch USP Expert]] is used if the USP Tactical is equipped with the Expert Slide modification. &lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Match==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Match|Heckler &amp;amp; Koch USP Match]] is used if the USP Tactical is equipped with the Match Slide modification. This noticeably changes the color of the USP's slide and darkens the frame slightly&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Match -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Match -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the LEO pistol as part of the Butcher DLC along with the VHS-D2 rifle. Initially a Croatian design (as the HS2000), it has an 19-round magazine, which is correct for the 9mm version.The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; -.45 ACP with 4.5 inch barrel.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM holding.jpg|thumb|none|600px|The player holds the &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM aim.jpg|thumb|none|600px|The player aims to &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert_Eagle#Desert_Eagle_Mark_XIX|IMI Desert Eagle Mark XIX]] appears under its popular nickname of &amp;quot;Deagle&amp;quot; and is unlocked at reputation level 36. It is exceptionally powerful and holds an incorrect 10-round magazine. It is one of the seven pistols that can be dual-wielded&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE.]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
===IMI Desert Eagle Mark XIX Akimbo===&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX akimbo -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;IMI Desert Eagle Mark XIX Akimbo&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Desert Eagle Mark XIX Akimbo&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;IMI Desert Eagle Mark XIX Akimbo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 20 rounds by default and operates in strange ways uncharacteristic of the real TEC-9. &lt;br /&gt;
&lt;br /&gt;
The in-game weapon fires from a closed bolt, meaning that it was based on the US-import KG-9 model which was a forced redesign by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully automatic. This also suggest that the Blaster was based partly on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Intratec TEC-9 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Intratec TEC-9 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Intratec TEC-9&amp;quot;. Note the closed bolt which is '''not''' a native feature of the baseline TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec AB-10==&lt;br /&gt;
The [[Intratec AB-10]] is used if the TEC-9 is equipped with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;==&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 &amp;quot;Broomhandle&amp;quot;]] appears as the &amp;quot;Broomstick&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. The &amp;quot;Broomstick&amp;quot; has a rather high damage, but is hindered by its 10 round magazine.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1-mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 carbine \ Mauser C96 &amp;quot;Broomhandle&amp;quot; Hybrid==&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 carbine]] appears if the &amp;quot;Broomstick&amp;quot; is modified with the Precision Barrel and Holster Stock.&lt;br /&gt;
[[file:C96carbine.jpg|thumb|350px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] appears as the &amp;quot;Signature .40&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. In-game it does the same amount of damage as the Crosskill(Springfield Armory 1911 Lightweight Operator), but most, if not all, of its stats are better compared to the Crosskill. By default, the P226 holds 12 rounds and its extended magazine unusually has no concealment penalty (unlike those for most weapons)&lt;br /&gt;
[[file:P226R.jpg|thumb|none|300px|SIG-Sauer P226R - 9x19mm, The one in-game is a .40 S&amp;amp;W model]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army==&lt;br /&gt;
The [[Single Action Army]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot; and is part of the Butcher's Western Pack DLC. By default it is the 7.5&amp;quot; &amp;quot;Cavalry&amp;quot; model, but the &amp;quot;Shootout Barrel&amp;quot; and &amp;quot;Precision Barrel&amp;quot; modifications turn it into the 5.5&amp;quot; &amp;quot;Artillery&amp;quot; and 12&amp;quot; &amp;quot;Buntline Special&amp;quot; models respectively. When firing the weapon, the player character will fan the hammer. The Single Action Army cannot be modified with other modifications, limited only to the two barrels stated above, a stock, and a pistol grip modification.&lt;br /&gt;
&lt;br /&gt;
The in-game revolver operates in strange and bizarre ways not seen on the real Single Action Army. The weapon is absurdly powerful for an antique revolver of this caliber, massively dwarfing the Bronco .44 and Deagle in stopping power despite both of them faring the other way around in reality. The extractor rod on the Peacemaker is also never used to remove spent cartridges, the player character simply opens the loading gate and puts in fresh rounds, the fired casings, if any, will fall out on their own.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|350px|thumb|none|Colt Single Action Army w/ 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model. - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00006.jpg|600px|thumb|none|Right side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00007.jpg|600px|thumb|none|Left side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00027.jpg|600px|thumb|none|Drawing the Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00029.jpg|600px|thumb|none|7.5&amp;quot; Single Action Army in idle]]&lt;br /&gt;
[[File:2015-05-07 00031.jpg|600px|thumb|none|Iron sights]]&lt;br /&gt;
[[File:2015-05-07 00033.jpg|600px|thumb|none|Opening the loading gate]]&lt;br /&gt;
[[File:2015-05-07 00036.jpg|600px|thumb|none|Loading a round in, note how the player character never seem to remove the spent cartridges with the extractor rod, they just pop out of the chamber on their own and fresh bullets are then loaded. Also note the hammer in fully cocked a.k.a. &amp;quot;ready-to-fire&amp;quot; position, which is not a very safe thing considering the activity in question.]]&lt;br /&gt;
[[File:2015-05-07 00038.jpg|600px|thumb|none|Snapping the loading gate closed, yeah I winced too.]]&lt;br /&gt;
[[File:2015-05-07 00054.jpg|600px|thumb|none|Pistol whipping with the Single Action Army]]&lt;br /&gt;
[[File:2015-05-09 00030.jpg|600px|thumb|none|A Modified &amp;quot;Cavalry&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|350px|thumb|none|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips]]&lt;br /&gt;
[[File:PAYDAY2SingleActionArmyArtilleryPreview.jpeg|600px|thumb|none|Right side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00010.jpg|600px|thumb|none|Left side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00057.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00058.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00024.jpg|600px|thumb|none|A Modified &amp;quot;Artillery&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|350px|thumb|none|Colt Single Action Army w/ 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot;.]]&lt;br /&gt;
[[File:2015-05-08 00011.jpg|600px|thumb|none|Right side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00012.jpg|600px|thumb|none|Left side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00066.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00067.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00023.jpg|600px|thumb|none|A Modified &amp;quot;Buntline Special&amp;quot; Single Action Army]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] is unlocked at reputation level 2, and is much more customizable than the starting Glock. It is named the &amp;quot;Crosskill&amp;quot; as it was in the first game and has an incorrect 10-round magazine. It is one of the four pistols that can be dual-wielded&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
===Springfield Armory 1911 Lightweight Operator Akimbo===&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Springfield Armory 1911 Lightweight Operator Akimbo&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory 1911 Lightweight Operator Akimbo&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory 1911 Lightweight Operator Akimbo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, again known as the &amp;quot;Bronco .44&amp;quot; but now featuring its full-length barrel by default. It holds 6 rounds and is unlocked at reputation level 6, and is massively powerful. As of a recent patch, street cops can use this devastating weapon. It is also notably used by the female FBI Agent enemies in the Hoxton Breakout heist&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum.]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as a Crimefest community milestone reward, for having 1 million members in the Payday 2 Steam group. It shoots the .410 Bore and holds 5 shells, and is classed by the game as a shotgun, so handgun skills have no effects on it. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the space between the barrel and cylinder&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/45 Long Colt]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Taurus 4510PLYFS&amp;quot;.The hole on the hammer is in fact the keyhole of Taurus' patented Revolver Security System.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PP==&lt;br /&gt;
Modifying a Walther PPK with the Long Slide turns it into a [[Walther_PP_Pistol_Series#Walther_PP|Walther PP]].&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP.]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|In-game model.]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|In-game model.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- holding.jpg|thumb|none|600px|The player holds the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- aim.jpg|thumb|none|600px|The player aims the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 1.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- mele.jpg|thumb|none|600px|Stock attack of the Walther PP.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 1.jpg|thumb|none|600px|A Walther PP with red dot sight and suppressor.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 2.jpg|thumb|none|600px|A Walther PP with red dot sight, tactical light, and IPSC compensator.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
The [[Walther_PP_Pistol_Series#Walther_PPK|Walther PPK]] is available for purchase with the Armored Transport DLC and is known as the &amp;quot;Gruber Kurz&amp;quot; pistol. It is fairly weak but easy to conceal and incorrectly holds 14 rounds.&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M==&lt;br /&gt;
The Mateba 2006M was added into the game with the Alesso Heist DLC. It's called Matever .357 in game, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell Stand Alone Complex]].  It's chambered in .357 magnum and holds a correct 6 rounds.&lt;br /&gt;
[[File:Mateba 2006.jpg|thumb|360px|none|Mateba 2006M - .357 Magnum]]&lt;br /&gt;
[[File:Mateba 2006M PD2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Mateba 2006M ingame PD2.jpg|thumb|none|600px|The Player holding the Mateba 2006M]]&lt;br /&gt;
[[File:Mateba 2006M reload PD2.jpg|thumb|none|600px|Reloading the Mateba. Notice the unusual cylinder placement]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45]] is named the &amp;quot;Swedish K SMG&amp;quot; in game and holds a 40-round magazine, though is inaccurate and carries only 80 total rounds. It is available for purchase to anyone who owns the Armored Transport DLC.&lt;br /&gt;
&lt;br /&gt;
The in-game weapon is based on the military version of the M/45, as evident by the lack of a fire selector.&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|350px|none|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎.]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as the &amp;quot;Jacket's piece&amp;quot; and is unlocked for purchase by buying the Jacket Character Pack. It holds 32 rounds and has a foregrip.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD M11/9 SMG with folding stock - 9x19mm]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN_P90#P90_TR|FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has the highest magazine size of any secondary, though only carries two magazines total and it has only one unique accessory (its long barrel). As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|350px|FN P90 TR - 5.7x28mm.]]&lt;br /&gt;
[[File:Payday2 FN P90 TR -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 FN P90 TR -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 FN P90 TR -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FN P90 TR -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FN P90 TR -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FN P90 TR -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FN P90 TR -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 FN P90 TR -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FN P90 TR -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN PS90==&lt;br /&gt;
Modifying a P90 with a Long Barrel and the semi auto trigger lock turns it into a [[FN_P90#PS90|FN PS90]].&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|350px|FN PS90 - 5.7x28mm.]]&lt;br /&gt;
[[File:Payday2 FN PS90 -hd1- menu 1.jpg|thumb|none|600px|In-game model.]]&lt;br /&gt;
[[File:Payday2 FN PS90 -hd1- menu 2.jpg|thumb|none|600px|In-game model.]]&lt;br /&gt;
[[file:Payday2 FN PS90 -hd1- holding.jpg|thumb|none|600px|The player holds the FN PS90.]]&lt;br /&gt;
[[file:Payday2 FN PS90 -hd1- aim.jpg|thumb|none|600px|The player aims to FN PS90.]]&lt;br /&gt;
[[file:Payday2 FN PS90 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads FN PS90.]]&lt;br /&gt;
[[file:Payday2 FN PS90 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads FN PS90.]]&lt;br /&gt;
[[file:Payday2 FN PS90 -hd1- mele.jpg|thumb|none|600px|Stock attack of the FN PS90.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 FN PS90 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the FN PS90.]]&lt;br /&gt;
[[file:Payday2 FN PS90 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the FN PS90.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used only by some NPCs, namely the GenSec Elite SWAT and the Murkywater PMC enemies. It is unavailable for player use at the present time&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|350px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Payday2_GenSecElites.jpg|thumb|none|600px|One of GenSec Elite SWAT officer hold UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5A4|Heckler &amp;amp; Koch MP5A4]] returns from Payday: The Heist, again known as the &amp;quot;Compact-5&amp;quot; and still in use by some SWAT units. It is unlocked at reputation level 13 and can be changed into various other configurations with modifications. It holds 30 rounds.&lt;br /&gt;
[[file:H&amp;amp;KMP5A4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A4 - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP5A4 menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP5A4 menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A4 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch MP5A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A4 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch MP5A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A4 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP5A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A4 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP5A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A4 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch MP5A4&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A4 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP5A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A4 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP5A4&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5A5|Heckler &amp;amp; Koch MP5A5]] is used if the MP5A4 is equipped with the &amp;quot;Adjustable Stock&amp;quot; modification.&lt;br /&gt;
[[file:H&amp;amp;KMP5A5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A5 - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP5A5 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP5A5 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A5 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch MP5A5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A5 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch MP5A5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A5 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP5A5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A5 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP5A5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A5 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch MP5A5&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A5 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP5A5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A5 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP5A5&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD5==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5SD|Heckler &amp;amp; Koch MP5SD5]] is used if the MP5A4 is equipped with &amp;quot;The Ninja Foregrip&amp;quot;&lt;br /&gt;
[[file:H&amp;amp;K-MP5SD5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5SD5 - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP5SD5 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP5SD5 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD5 -hd1-holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch MP5SD5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD5 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch MP5SD5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD5 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP5SD5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD5 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP5SD5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD5 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch MP5SD5&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD5 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP5SD5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD5 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP5SD5&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD6==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5SD|Heckler &amp;amp; Koch MP5SD6]] is used if the MP5A4 is equipped with both The &amp;quot;Ninja Foregrip&amp;quot; and the &amp;quot;Adjustable Stock&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP5SD6 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP5SD6 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD6 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch MP5SD6&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD6 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch MP5SD6&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD6 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP5SD6&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD6 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP5SD6&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD6 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch MP5SD6&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD6 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP5SD6&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD6 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP5SD6&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5KA4==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5K|Heckler &amp;amp; Koch MP5KA4]] is used if the MP5A4 is equipped with the &amp;quot;Bare Essentials&amp;quot; stock and &amp;quot;Sehr Kurze Foregrip&amp;quot;, though this version has rails instead of the default grip.&lt;br /&gt;
[[file:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A4 - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP5KA4 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP5KA4 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5KA4 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch MP5KA4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5KA4 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch MP5KA4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5KA4 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP5KA4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5KA4 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP5KA4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5KA4 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch MP5KA4&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5KA4 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP5KA4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5KA4 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP5KA4&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10 and MP5/40==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler &amp;amp; Koch MP5/10 and MP5/40|Heckler &amp;amp; Koch MP5/10 and MP5/40]] equipped with the Adjustable Stock is used only by Cloaker special units. Oddly, it seems to make the same sounds as an unsuppressed MP5 despite clearly having a suppressor.&lt;br /&gt;
With the Straight Magazine modification offered by The Butcher's Mod Pack 2, player-owned Compact-5s can also impersonate the MP5/10 and MP5/40, even gaining the appropriate damage upgrade and recoil. The impersonation is imperfect, however, due to the Compact-5 still lacking the bolt release function of the MP5/10 and MP5/40 and the magazine is not the proprietary type provided by Heckler &amp;amp; Koch.&lt;br /&gt;
[[Image:Heckler and Koch MP510.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:Payday2_Cloaker%27sMP540.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2_CloakersMP540_3.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:2015-05-10_00004.jpg|thumb|none|600px|In-game preview of the &amp;quot;Heckler &amp;amp; Koch MP5/10 and MP5/40&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[ MP7 | Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;Spec Ops&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. It comes with its 20-round magazine by default&lt;br /&gt;
[[file:MP7A2.jpg‎|thumb|none|350px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 30 rounds and comes equipped with the distinctive &amp;quot;K&amp;quot; foregrip by default.&lt;br /&gt;
[[file:Uzi-1.jpg|thumb|none|350px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] is known as the &amp;quot;Mark 10&amp;quot; and is unlocked at reputation level 2. It has an incorrect magazine size of 40 rounds in a 20 rounds magazine.&lt;br /&gt;
[[file:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - .45 ACP.]]‎&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz.61 Skorpion==&lt;br /&gt;
The [[Sa. Vz.61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. Its &amp;quot;Extended Magazine&amp;quot; modification is odd, increasing the magazine size from 20 to 40 rounds despite simply being a second magazine attached to the side of the first one&lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A1==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A1]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It also holds an incorrect 20 bullets in standard magazine, but the weapon is the most powerful SMG.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|350px|Sterling Mk. IV Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 3.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L34A1==&lt;br /&gt;
The [[Sterling SMG|Sterling L34A1]] is used if the Sterling L2A1 is equipped with the &amp;quot;Supressed Barrel&amp;quot; modification. Like the Sterling L2A1, it incorrectly holds 20 rounds which can be modified to the full 30. &lt;br /&gt;
[[file:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|350px|Sterling L34A1 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928A1==&lt;br /&gt;
The [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|Thompson M1928A1]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that does not get the fire-mode locking mods.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|350px|Thompson M1928A1 - .45 ACP]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the &amp;quot;Thompson M1928A1&amp;quot;. Note how the charging handle isn't locked back when the reload is started, which in reality would make the &amp;quot;L&amp;quot; drum unable to be removed.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1-reloading 2.jpg|thumb|none|600px|The player reloads the &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|350px|Bofors Ak 5 - 5.56x45mm.]]The whole [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5]] family appears as the '''AK5''', all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best - which isn't stellar. Unlocked at level 33.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model. One of the less popular rifles.]]&lt;br /&gt;
&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5B]]. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|500px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|350px|Bofors Ak 5 - 5.56x45mm.]][[File:Payday2 Ak 5 preview-c.jpg|thumb|none|500px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Cesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;. Decorated here with a yellow laser module and a fancy polymer magazine.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|500px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|500px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|500px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN_FNC#FN_FNC|FN Herstal FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|500px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|500px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|500px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|500px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|500px|Another shot of the FN Ak's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M4/M4A1_Carbine#M4.2FM4A1_Carbine|Colt M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up ironsights by default. It is frequently used by law enforcers and holds 30 rounds, without any magazine modifications. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a different location for mounting a laser pointer. As in the first Payday, this weapon is still used by SWAT Snipers, despite there being more appropriate weapon models available&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|350px|Colt M4A1 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Colt M4A1 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Colt M4A1 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16#M16A4_Rifle|Colt M16A4]] with a short barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20 rounds magazine. It can be equipped with an M16A1 handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|350px|none|Colt M16A4 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Colt M16A4 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Colt M16A4 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|350px|none|Colt Model 733 - 5.56x45mm.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the '''AMCAR''', the very first primary weapon. Its damage output is outright miserable compared to every other long arm and little can be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified AMCAR, aside from the magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|500px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its dismal damage puts the AMCAR closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|500px|Nigh unmodifiable by default, some DLC components have eventually leaked into the AMCAR's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|500px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|500px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|500px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|500px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|500px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[Enfield_L85_rifle_series#L85A2|Enfield L85A2]] was added alongside the ''Clover Character Pack'' as the &amp;quot;Queen's Wrath&amp;quot;.  Notably, it is the only select-fire capable primary (and one of three select-fire guns available in the entire game) that does not get the fire-mode locking mods. By default it holds 30 rounds and has a very long reload time&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|350px|Enfield L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS#FAMAS_F1|FAMAS F1]] appears as the &amp;quot;Clarion&amp;quot; rifle and is unlocked for purchase by buying the Gage Assault Pack DLC. It incorrectly holds 30 rounds.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|350px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS#FAMAS_G2|FAMAS G1]] is used if the &amp;quot;G2 Grip&amp;quot; is equipped to the FAMAS F1 (Before Update #37, &amp;quot;G2 Grip&amp;quot; is called &amp;quot;Retro Grip&amp;quot; although the FAMAS G1 is newer model of FAMAS F1). Like FAMAS F1, It incorrectly holds 30 rounds.&lt;br /&gt;
[[file:FAMAS F2.jpg|thumb|none|350px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from FAMAS F1]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 holding.jpg|thumb|none|600px|The player holds the &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 aim.jpg|thumb|none|600px|The player aims to &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN Herstal FAL==&lt;br /&gt;
The [[FN_FAL#FN_FAL|FN Herstal FAL]] appears as the &amp;quot;Falcon&amp;quot; rifle and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. Notably, the FAL was the first weapon to have its accessories linked to DLC achievements rather than random drops&lt;br /&gt;
[[File:FN_FAL_50_00.jpg|thumb|none|350px|FN Herstal FAL - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:FalconRifle1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_fal_2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:FalconRifle2.jpg|thumb|none|600px|Modified Version of the &amp;quot;FN Herstal FAL&amp;quot;.]]&lt;br /&gt;
[[File:FalconRifle3.jpg|thumb|none|600px|Modified Version of the &amp;quot;FN Herstal FAL&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The FAL can become a [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] by the &amp;quot;CQB Foregrip&amp;quot; &amp;quot;Tactical Grip&amp;quot; and &amp;quot;CQB Stock&amp;quot; modification.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|350px|DSA SA58 OSW - 7.62x51mm NATO.]] &lt;br /&gt;
[[File:FalconRifle4.jpg|thumb|none|600px|Modified Version of the &amp;quot;FN Herstal FAL&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Romat==&lt;br /&gt;
Attaching the &amp;quot;Retro Foregrip&amp;quot; to the FAL allows it to impersonate the [[FN_FAL#IMI_Romat|IMI Romat]] (although the FAL buttstock and barrel remain the same). &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|350px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL.jpg.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL_2.jpg.jpg|thumb|none|600px|In-Game Variants.]] &lt;br /&gt;
&lt;br /&gt;
==FN Herstal SCAR-H==&lt;br /&gt;
The [[FN_SCAR#FN_SCAR-H|FN SCAR-H STD]] appears as the &amp;quot;Eagle Heavy&amp;quot; rifle and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a modified stock is used by some Murkywater PMC enemies&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|350px|FN SCAR-H STD - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Payday2scarh.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2fnscarhstd.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Fpsscarhpayday2-2.jpg|thumb|none|600px|First person view.]]&lt;br /&gt;
[[File:Ironsightpayday2scarh.jpg|thumb|none|600px|Aiming down it's iron sights.]]&lt;br /&gt;
[[File:Insertmagscarhpayday2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Pushingboltscarhpayday2.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:Meleescarhpayday2.jpg|thumb|none|600px|Melee.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3]] appears as the &amp;quot;Gewehr 3&amp;quot; rifle and is available to purchase for owners of the Gage Assault Pack DLC. It holds 20 rounds and has a long reload time, and can be made to resemble a PSG-1 with the correct parts&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|350px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_g3_2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_g3.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|350px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36K|Heckler &amp;amp; Koch G36K]] makes an appearance as the '''JP36''', unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy and a deep 180 round ammo pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this JP is a KV. The proportions are a little off and the barrel is a different length, hinting that it might've been modeled from an airsoft cousin.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination folding-collapsing H&amp;amp;K stock, the fake vent holes on the foregrip texture and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
&lt;br /&gt;
===H&amp;amp;K G36C===&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|350px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36C|G36C]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the Dragan Character Pack DLC, much like the L85 was part of Clover's DLC. It is known internally as the &amp;quot;Lion's Roar&amp;quot;, has a high rate of fire and overall good stats, though it has a long reload time and if unmodified, high recoil.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|350px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 holding.jpg|thumb|none|600px|The player holds the &amp;quot;HS Produkt VHS-D2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 aim.jpg|thumb|none|600px|The player aims to &amp;quot;HS Produkt VHS-D2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;HS Produkt VHS-D2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;HS Produkt VHS-D2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;HS Produkt VHS-2&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;HS Produkt VHS-D2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;HS Produkt VHS-D2&amp;quot;.]]&lt;br /&gt;
==HS Produkt VHS-K2==&lt;br /&gt;
The Lion's Roar becomes the HS Produkt VHS-K2 when equipped with the Short Barrel.&lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|350px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the Gage Assault Pack DLC. It incorrectly holds 30 rounds and is shown with an unusable bipod extended&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|350px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:Payday2_galil_2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_galil.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil MAR==&lt;br /&gt;
The [[Galil#Galil MAR|7.62mm variants of IMI Galil MAR]] is used if the Galil ARM is equipped with the &amp;quot;CQB Foregrip&amp;quot; and &amp;quot;Skeletal Stock&amp;quot; modification. Like Galil ARM, It incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil_m.jpg|thumb|none|350px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilmar.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_galilmar_2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil Sniper Rifle==&lt;br /&gt;
The [[Galil#Galil Sniper Rifle|IMI Galil Sniper Rifle]] is used if the Galil ARM is equipped with the &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; modification. Like Galil ARM, It incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|350px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilsniper.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_galilsniper_2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMS==&lt;br /&gt;
The [[AKMS|Izhmash AKMS]] appears as the &amp;quot;AK.762&amp;quot; and is unlocked at reputation level 16. Holds 30 rounds and less total ammunition than the AK-74. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|350px|Izhmash AKMS - 7.62x39mm.]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMS previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMS previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2IzhmashAKMSreloading2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Izhmash AKMS variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMSU==&lt;br /&gt;
A variant on the [[AKMSU|Izhmash AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a secondary weapon, rather than a primary like the other two Kalashnikov rifles.&lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|350px|Izhmash AKMSU - 7.62x39mm.]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMSU previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMSU previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKS-74==&lt;br /&gt;
The [[AKS-74|Izhmash AKS-74]] is the second primary weapon unlocked, at reputation level 1. It appears simply as the &amp;quot;AK&amp;quot; and holds 30 rounds.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|350px|Izhmash AKS-74 - 5.45x39mm.]]&lt;br /&gt;
[[File:Payday2 izhmash AKS-74 previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 izhmash AKS-74 previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Izhmash AKS-74 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKS-74 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec Sub 2000==&lt;br /&gt;
[[file:KTSUB2000.jpg|thumb|none|350px|Kel-Tec SUB 2000 9x19mm, folded open.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the Sub 2000 appears as the '''Cavity 9mm'''. A unique weapon to put it in gentle terms, it is a pistol-sized primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semiauto, a first since the old update that introduced different fire modes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip1.jpg|thumb|none|600px|Flipping open the Sub 2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
&lt;br /&gt;
===Sub 2000 Gen 2===&lt;br /&gt;
Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model.&lt;br /&gt;
&lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen2 shape. It seems to be an interpretation of a Red Lion Precision rail combo, but instead of concealing the suppressor inside the rails, a short rail was used as a base for an enormous mystery suppressor.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the Sub 2000, viewed against a distant mercenary's upper body. The ring sight doesn't really work in games, either.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The '''Para''' SMG is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The basic look of the gun is closest to the [[M16_rifle_series#Olympic_Arms_K23B|OA K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|350px|Olympic Arms K23B - 5.56x45mm.]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|350px|Olympic Arms K23B Tactical - the Para gets different rails and no foregrip.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|350px|Mk. 18 Mod 0 - Navy markings and special accessories.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[M16_rifle_series#CQB-R / Mk. 18 Mod 0|Mk. 18 Mod 0]], ignoring the gas block/front sight being all wrong.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Payday2 K23B Mk48.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reload like this. Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==Romanian AIMR==&lt;br /&gt;
Attaching the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the Izhmash AK's and allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]] (although the AKMS stock remain the same).&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|350px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barrelled).]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2==&lt;br /&gt;
The [[SIG_SG_550#SIG_SG_552|SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It Holds 30 rounds. The rifle can be confirmed as a 552-2 by the permanent scope rail and the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown&lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|351px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope. The in-game rifle has a factory handguard. - 5.56x45mm]]&lt;br /&gt;
[[File:2013-12-05_00056.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:2013-12-05_00057.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:2013-12-05_00005.jpg|thumb|none|600px|The player holds the &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:2013-12-05_00006.jpg|thumb|none|600px|The player aims to &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:2013-12-05_00010.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:2013-12-05_00013.jpg|thumb|none|600px|Stock attack of the &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[M14#Springfield_Armory_M1A_SOCOM_16|Springfield Armory M1A SOCOM 16]] with a McMillan M2A stock appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is semi-automatic by default and holds 10 rounds. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode&lt;br /&gt;
[[file:M1A-Socom.jpg|thumb|none|350px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO.]]&lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|350px|Springfield Armory M14 Designated Marksman Rifle - 7.62x51mm NATO.This stock is very similar to the McMillan M2A.]]&lt;br /&gt;
[[File:Payday2 Custom M14 previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Custom M14 previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Custom M14 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Springfield Armory M1A SOCOM 16&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Custom M14 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Springfield Armory M1A SOCOM_16&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Custom M14 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory M1A SOCOM 16&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Custom M14 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory M1A SOCOM 16&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Custom M14 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Springfield Armory M1A SOCOM 16&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 M1A Socom variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory M1A SOCOM 16&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 M1A Socom variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory M1A SOCOM 16&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1A SOPMOD==&lt;br /&gt;
The [[M14#Springfield_Armory_M1A_SOCOM_16|Springfield M1A SOPMOD]] is used when the M14 is modified with the Abraham stock.&lt;br /&gt;
[[file:US M14 Mk 14 Mod 0 EBR (Enhanced Battle Rifle).jpg|thumb|none|350px|Mk 14 Mod 0 Enhanced Battle Rifle with spare magazine - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Payday2 Springfield M1A SOPMOD previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Springfield M1A SOPMOD previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Springfield M1A SOPMOD holding.jpg|thumb|none|600px|The player holds the &amp;quot;Springfield M1A SOPMOD&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield M1A SOPMOD aim.jpg|thumb|none|600px|The player aims to &amp;quot;Springfield M1A SOPMOD&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield M1A SOPMOD reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield M1A SOPMOD&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield M1A SOPMOD reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield M1A SOPMOD&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield M1A SOPMOD mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Springfield M1A SOPMOD&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 M14 DMR variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield M1A SOPMOD&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle still lacks the bolt release of an A3.&lt;br /&gt;
Upon launch, the rifle can be seen using a Magpul PMAG, which suggests it was not based entirely on an authentic AUG. After the animation update, however, it gains the AUG's proprietary magazine.&lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|350px|Steyr AUG A2 (Military Version) - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Payday2 Steyr AUG A2 previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Steyr AUG A2 previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Steyr AUG A2 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Steyr AUG A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Steyr AUG A2 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Steyr AUG A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Steyr AUG A2 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Steyr AUG A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Steyr AUG A2 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Steyr AUG A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Steyr AUG A2 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Steyr AUG A2&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 aug a2 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Steyr AUG A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Thales F90==&lt;br /&gt;
Attaching the &amp;quot;Raptor Polymer Body&amp;quot; lower receiver added in Butcher Mod Pack #2 update to the AUG A2 allows it to impersonate the Thales F90 (although still lacks the bolt release of an F90).&lt;br /&gt;
[[file:F90.jpg|thumb|none|350px|Thales F90 is a future replacement for the Australian F88 Austeyr - 5.56x45mm NATO.]]&lt;br /&gt;
&lt;br /&gt;
==Z-M LR 300ML==&lt;br /&gt;
The CAR-4 fitted with the &amp;quot;Aftermarket Special&amp;quot; handguard, &amp;quot;Folding Stock&amp;quot; and &amp;quot;Short Barrel&amp;quot; closely impersonates the [[Z-M LR 300|Z-M LR 300ML]], though not completely as the pistol grip remains the M4A1's, the handguard is not a perfect copy, and it still lacks the LR 300's gas block.&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|400px|The Z-M LR 300ML - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:2015-04-23 00019.jpg|thumb|none|600px|In-game preview of the &amp;quot;Z-M LR 300ML&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-23 00002.jpg|thumb|none|600px|Player holding the &amp;quot;Z-M LR 300ML&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-23 00003.jpg|thumb|none|600px|Stock ironsights of the &amp;quot;Z-M LR 300ML&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-23 00004.jpg|thumb|none|600px|Player reloading the &amp;quot;Z-M LR 300ML&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-23 00018.jpg|thumb|none|600px|Stock attack of the &amp;quot;Z-M LR 300ML&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The AS Val was added with the Sokol character pack. It can be modified into the VSS vintorez if the solid stock is applied.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|400px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:AS val rightside PD2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 reloading1.jpg|thumb|none|600px|Reloading the AS Val. Note the bullets in the magazine]]&lt;br /&gt;
[[File:AS Val PD2 reloding2.jpg|thumb|none|600px|Reloading. Pulling the charging handle]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==MPS AA-12 CQB==&lt;br /&gt;
Added with the release of The Butcher's BBQ Pack was an [[AA-12|MPS AA-12 CQB]] as evident by its short barrel, known internally as the &amp;quot;Steakout 12G&amp;quot;. Comes with a default capacity of 8 shells, an unusable shell rack and entirely fictional semi/auto selective fire capability as all extant AA-12 models are capable of fully automatic fire only. Its in-game rate of fire of 300 matches that of the real weapon.&lt;br /&gt;
Optional enhancements includes a 20-round drum, a long barrel and custom integral suppressor.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|350px|The MPS AA-12 CQB without its magazine - 12 gauge.]]&lt;br /&gt;
[[File:2015-04-22 00009.jpg|thumb|none|600px|In-game preview of the &amp;quot;MPS AA-12 CQB&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00010.jpg|thumb|none|600px|Player holding the &amp;quot;MPS AA-12 CQB&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00011.jpg|thumb|none|600px|Stock ironsights of the &amp;quot;MPS AA-12 CQB&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00013.jpg|thumb|none|600px|Player reloading the &amp;quot;MPS AA-12 CQB&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00023.jpg|thumb|none|600px|Stock attack of the &amp;quot;MPS AA-12 CQB&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12==&lt;br /&gt;
The &amp;quot;Steakout 12G&amp;quot; becomes a regular AA-12 when fitted with the Long Barrel mod.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|350px|The MPS AA-12 - 12 gauge.]]&lt;br /&gt;
[[File:2015-04-22 00018.jpg|thumb|none|600px|In-game preview of the &amp;quot;MPS AA-12&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00019.jpg|thumb|none|600px|Player holding the &amp;quot;MPS AA-12&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00020.jpg|thumb|none|600px|Stock ironsights of the &amp;quot;MPS AA-12&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00021.jpg|thumb|none|600px|Player reloading the &amp;quot;MPS AA-12&amp;quot;.]]&lt;br /&gt;
[[File:2015-04-22 00023.jpg|thumb|none|600px|Stock attack of the &amp;quot;MPS AA-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sentinel Arms Striker-12==&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|350px|Cobray Street Sweeper, 12g.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The humble fixed-drum [[Armsel Striker and variants#Examples of the Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the '''Street Sweeper'''. In Overkill's usual fashion, it's a mix of all of the different versions mooshed together in a highly educated, equal measure. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance level of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms magazine's spring-loaded thumb tab actually used to advance the drum during reloads. The big tube on the end is an exclusive integral suppressor to further drive the gun into fantasy land.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 NFA==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 NFA]] is used when the M1014 is equipped with the Short Barrel and Collapsed Stock&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|350px|Benelli M4 NFA - 12 Gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 NFA Tactical==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 NFA Tactical]] is used if the M1014 is equipped with the Short Barrel and Solid Stock&lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|350px|Benelli M4 NFA Tactical - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Super 90]]. Named the &amp;quot;M1014&amp;quot; in-game. First introduced in the Death Wish Update in the hands of some GenSec Elite SWATs, though with a fixed stock. A player-usable version was finally added in the Gage Shotgun Pack DLC. It holds 8 shells by default&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|350px|Benelli M4 Super 90 - 12 Gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Tactical==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Tactical]] is used if the M1014 is equipped with the Solid Stock&lt;br /&gt;
[[File:M4 Tactical.jpg|thumb|none|350px|Benelli M4 Tactical - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta S3/CZ Redhead Deluxe hybrid ==&lt;br /&gt;
The [[Beretta S3 O/U/CZ Redhead Deluxe O/U]]. An over/under shotgun introduced with (free) Bonnie character pack March 13th appears to be a hybrid of the Beretta S3 O/U and CZ Redhead Deluxe O/U. Named the &amp;quot;Joceline O/U 12G&amp;quot; in-game.&lt;br /&gt;
[[File:Beretta Side Lock Model S3.jpg|thumb|none|350px|Beretta S3 O/U - 12 Gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|350px|CZ Redhead Deluxe O/U - 12 Gauge]]&lt;br /&gt;
[[File:Pd2ou1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Pd2ou2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Pd2ou3.jpg|thumb|none|600px|The player holds the &amp;quot;Beretta S3 O/U&amp;quot;/&amp;quot;CZ Redhead Deluxe O/U&amp;quot;.]]&lt;br /&gt;
[[File:Pd2ou4.jpg|thumb|none|600px|The player aims the &amp;quot;Beretta S3 O/U&amp;quot;/&amp;quot;CZ Redhead Deluxe O/U&amp;quot;.]]&lt;br /&gt;
[[File:Pd2ou5.jpg|thumb|none|600px|The player ejects a single spent shell.]]&lt;br /&gt;
[[File:Pd2ou6.jpg|thumb|none|600px|The player loads a single shell.]]&lt;br /&gt;
[[File:Pd2ou7.jpg|thumb|none|600px|The player ejects both spent shells.]]&lt;br /&gt;
[[File:Pd2ou8.jpg|thumb|none|600px|The player loads 2 new shells.]]&lt;br /&gt;
[[File:Pd2ou9.jpg|thumb|none|600px|Stock attack with the &amp;quot;Beretta S3 O/U&amp;quot;/&amp;quot;CZ Redhead Deluxe O/U&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun|Double Barrel Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at reputation level 39. Obviously it only holds two shells but is one of the most powerful weapons in the game. Has only two modifications, &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special,&amp;quot; both of which saw down the barrels and stock respectively&lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|350px|Stoeger/IGA Coach imported side by side shotgun - 12 Gauge.]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun holding.jpg|thumb|none|600px|The player holds the &amp;quot;Double Barrel Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun aim.jpg|thumb|none|600px|The player aims to &amp;quot;Double Barrel Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Double Barrel Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Double Barrel Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Double Barrel Shotgun&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 double barrel variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Double Barrel Shotgun&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as a new gun added in the Crimefest update (10/26/2014) and is named the &amp;quot;Predator 12G&amp;quot;. It correctly fires in semi auto and holds six rounds. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|350px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2_SPAS12.jpg|thumb|600px|none|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_SPAS12_2.jpg|thumb|600px|none|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash Saiga 12K==&lt;br /&gt;
The [[Saiga 12K|Izhmash Saiga 12K]] appears as the ninth primary weapon, and is shown as being fully-automatic with select fire available. Prior to the Gage Shotgun Pack DLC, it was the only semi-auto shotgun in the game. The model is not based on an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKMS top cover, rather than the smooth cover used on the Saiga which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga 12 style front trunion (lacking the corresponding rivets however). It is named the &amp;quot;IZHMA 12G&amp;quot; and is unlocked at reputation level 26 and holds 7 shells. It is notably used by a Bulldozer variant called the &amp;quot;Killdozer&amp;quot; that wears black armor. His model of Saiga uniquely has an unobtainable solid stock, and before it was removed in a patch, a drum magazine&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|350px|Izhmash Saiga 12K - 12 Gauge.]]&lt;br /&gt;
[[File:Payday2 Izhmash Saiga 12K previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Izhmash Saiga 12K previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Saiga variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Saiga variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG==&lt;br /&gt;
The [[Kel-Tec_KSG|Kel-Tec KSG]]. Named the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Notably it is one of the most concealable shotguns in the game and has the highest capacity of any of them. Holds 14 shells and was added in the Gage Shotgun Pack DLC&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|350px|Kel-Tec KSG]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|&amp;quot;Raven&amp;quot; Right Side]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|&amp;quot;Raven&amp;quot; Left Side]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun|Remington Model 870 Field Gun]] is named the &amp;quot;Reinfeld 880&amp;quot; and is unlocked at reputation level 8, it has synthetic furniture instead of wood and it has pistol grip. It's the first unlockable shotgun. It holds 6 shells and is used by some law enforcers and the basic green Bulldozer&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|350px|Remington Model 870 Field Gun - 12 gauge.]]&lt;br /&gt;
[[File:Payday2 Remington 870 previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Remington 870 previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Remington 870 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Remington Model 870 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington Model 870 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-barreled==&lt;br /&gt;
A stubby variant of the [[Remington 870|Remington Model 870 Short-barreled]] is unlocked at reputation level 13 and is named the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells and was the only secondary shotgun prior to DLC and patches. It is overall similar to its full-sized counterpart, but has slightly higher damage and a higher rate of fire but shorter range and lower accuracy&lt;br /&gt;
[[file:Remington870Pstlgrip.jpg|thumb|none|350px|Short-barreled Remington 870 - 12 gauge.]]&lt;br /&gt;
[[File:Payday2 Remington 870 Pistol Grip previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Remington 870 Pistol Grip previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip holding.jpg|thumb|none|600px|The player holds the &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip aim.jpg|thumb|none|600px|The player aims to &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Remington Model 870 Short-barreled variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington Model 870 Short-barreled variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed Off Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun|Sawed Off Shotgun]] is used when the Mosconi 12G is modified. The &amp;quot;Road Warrior&amp;quot; barrel saws the barrels down, while the &amp;quot;Gangsta Special&amp;quot; saws off the stock&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun holding.jpg|thumb|none|600px|The player holds the &amp;quot;Sawed Off Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun aim.jpg|thumb|none|600px|The player aims to &amp;quot;Sawed Off Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Sawed Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Sawed Off Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Sawed Off Shotgun&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sawed off variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sawed Off Shotgun&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Light Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The 'Gage Weapon Pack #02' Downloadable Content introduced 3 new weapons in the players' arsenal. All 3 weapons do not feature an 'aim-down-the-sights' capability, being hip-fired only, and are very inaccurate on full auto. Lastly, the player cannot unfold the bipods in order to fire from a stationary position. This also applies to the MG-42, which was released later&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK 21E==&lt;br /&gt;
Returning from the previous instalment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch 21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable box magazine. The weapon features the rear sight encountered on the MP5 sub machine gun, rather than the one usually manufactured. Also the weapon lacks a bipod but has a side vertical grip instead. &lt;br /&gt;
[[file:HK21E.jpg|thumb|350px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash RPK==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It has a 100-round drum magazine capacity. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated RPK74-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical hand grip.&lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|350px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:Payday2 RPK -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 RPK -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;RPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 RPK -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para==&lt;br /&gt;
The [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249 Para]] appears as the &amp;quot;KSP&amp;quot; and is unlocked at reputation level 45. It has a 200-round detachable box magazine. As of the Death Wish update, it is now used by the Deathwish-exclusive Bulldozer, known to some as the Skulldozer. The weapon is also used by the Commissar, the target of the Hotline Miami DLC heist&lt;br /&gt;
[[file:Fn mg m249para11-1-.jpg|thumb|350px|none|M249 SAW paratrooper version with 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:SAWingame.jpg|thumb|none|600px|In game model.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42#MG42|MG42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It has a large 150-round drum&lt;br /&gt;
[[file:MG42 Left.jpg|thumb|350px|none|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[FN_Minimi#Mk_46_Mod_0|Mk 46 Mod 0]]'s handguard is used if the M249 is equipped with the Railed Foregrip, though the M249 keeps its STANAG mag well&lt;br /&gt;
[[file:Mk46.jpg|thumb|350px|none|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' Downloadable Content introduced 3 new weapons in the players' arsenal. All 3 weapons are slow firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a .45 degree off-set iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant, which was released later&lt;br /&gt;
&lt;br /&gt;
==Remington MSR==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at reputation level 15. It is featured either with a default wooden or optional aluminium alloy body. It uses a 10 round magazine. &lt;br /&gt;
&lt;br /&gt;
[[File:RemingtonMSR.jpg|thumb|none|350px|Remington MSR]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right_Wooden.jpg|thumb|none|600px|Wooden body]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left_Wooden.jpg|thumb|none|600px|Wooden body]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right.jpg|thumb|none|600px|Tactical Aluminium Alloy body]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left.jpg|thumb|none|600px|Tactical Aluminium Alloy body]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 LRS2==&lt;br /&gt;
The [[Blaser R93|Blaser R93 LRS2 Precision Sniper Rifle]] appears as the &amp;quot;R93&amp;quot; and is unlocked at reputation level 35. It is featured either with a default metal or optional wooden body. It uses a 6 round magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|350px|'''Blaser R93 LRS2''' Precision Sniper Rifle - .338 Lapua Magnum.]]&lt;br /&gt;
[[File:Payday_2_R93_Right.jpg|thumb|none|600px|Metal body]]&lt;br /&gt;
[[File:Payday_2_R93_Left.jpg|thumb|none|600px|Metal body]]&lt;br /&gt;
[[File:Payday_2_R93_Right_wooden.jpg|thumb|none|600px|Wooden body]]&lt;br /&gt;
[[File:Payday_2_R93_Left_Wooden.jpg|thumb|none|600px|Wooden body]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at reputation level 65. It uses a 5 round magazine. Notably, it is the strongest weapon in the entire game upon its release, and the second most powerful one so far, having an astounding damage stat of '''2880''', second only to the RPG-7 included with the OVERKILL Pack, which deals a solid 10,000 damage per shot.&lt;br /&gt;
&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|350px|Barrett M95]]&lt;br /&gt;
[[File:Payday_2_Thanatos_right.jpg|thumb|none|600px|Thanatos]]&lt;br /&gt;
[[File:Payday_2_Thanatos_Left.jpg|thumb|none|600px|Thanatos]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M1907 Carbine]] is seen as the &amp;quot;Mosin-Nagant&amp;quot; and is part of the Gage Historical Pack DLC. Unlike the other three sniper rifles of the game, it can use an ironsight&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|350px|none|Mosin Nagant M1907 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant Model 1907 Carbine -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant Model 1907 Carbine -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M38 Carbine]] is seen when the Mosin-Nagant is modified with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|350px|none|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M38 Carbine -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M38 Carbine -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M91/30==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M91/30]] is seen when the &amp;quot;Mosin-Nagant&amp;quot; is modified with the &amp;quot;Long Barrel&amp;quot; modification.&lt;br /&gt;
[[file:M9130.jpg|thumb|350px|none|Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M9130 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M9130 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant it can use, and starts out with, iron sights. It can be modified with a long barrel, suppressed barrel, and a unique magnified scope. However, it can not be customized with modern modifications like lasers and sights besides the one unique to it.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|350px|none|The 1873 &amp;quot;Short Rifle&amp;quot; model with octagon barrel]]&lt;br /&gt;
[[File:2015-05-08 00013.jpg|thumb|none|600px|Right side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-08 00014.jpg|thumb|none|600px|Left side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-07 00059.jpg|thumb|none|600px|The Winchester Model 1873 in-game.]]&lt;br /&gt;
[[File:2015-05-07 00061.jpg|thumb|none|600px|Iron-sights.]]&lt;br /&gt;
[[File:2015-05-07 00062.jpg|thumb|none|600px|Loading a round in.]]&lt;br /&gt;
[[File:2015-05-07 00063.jpg|thumb|none|600px|Cocking the lever.]]&lt;br /&gt;
[[File:2015-05-07 00065.jpg|thumb|none|600px|Stock melee attack.]]&lt;br /&gt;
[[File:2015-05-09 00031.jpg|thumb|none|600px|A modified Winchester Model 1873]]&lt;br /&gt;
[[File:2015-05-09 00032.jpg|thumb|none|600px|Another modified Winchester Model 1873]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 can only be used with the right Technician skills. By default, it is used as tripmines, which can be used to set traps for enemies. The tripmines themselves are unlocked simply by starting to learn Technician skills. The later Shaped Charge skill allows players with it to use their explosives to instead blow up doors and safe doors, potentially saving a lot of time for them and their team. Certain skills also allow them to be toggled into 'Sensor Mode' in which they will not explode, but will mark enemies that pass by. This can be useful in stealth runs. Some C4 packs are also used for certain objectives, and can be used by any player when picked up&lt;br /&gt;
[[File:Payday2 C4.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
[[File:Payday2 c4 1.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5K|Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|Heckler &amp;amp; Koch MP5K in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers at times. The Commissar in Hotline Miami also uses one when fought&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|&amp;quot;M18 smoke grenade&amp;quot; in game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is only usable by players with the first Gage Weapon Pack DLC, unless they buy the Grenade Case for their team during a heist. Grenades have a fairly wide blast radius that can go through walls, and they will stun enemies that aren't killed outright. Players can carry up to three and should be careful, as they can easily cause civilian kills or friendly fire if handled improperly. Notably, it's possible for enemies to shoot the grenades in mid-air, causing immediate detonation. All grenades are shown with the red Overkill bomb logo painted on the side.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:Payday2 granat.jpg|thumb|none|600px|&amp;quot;M67 hand grenade&amp;quot; in game. Note the logo.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
Unlike the original Payday, the [[M79 Grenade Launcher]] was not included at release, but was added in the Gage Assault Pack. Known as the GL40 in game, it holds a single grenade in the chamber and the player can carry a maximum of 6 shots at once. Like the M67 it has friendly fire and can easily kill civilians unintentionally. Like its previous incarnation, grenades fired by the M79 in Payday 2 does not have a minimum arming range, and can detonate immediately upon being shot if the player is facing an obstacle.&lt;br /&gt;
The front leaf sight on the M79 model acts as an in-built gadget, and pressing the enable gadget key (default &amp;quot;G&amp;quot;), allows the player to fire grenades at a much higher arc than usual.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|550px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|M79 Grenade Launcher, called the GL40 in game.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1S==&lt;br /&gt;
Added with the release of The Butcher's BBQ Pack DLC was a [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]], known internally as the &amp;quot;Piglet&amp;quot; grenade launcher. It has similar damage per shot to the M79 but boasts a wider range of modifications and much larger ammo pool.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|400px|The Milkor MGL Mk 1S with its Armson OEG reflex sight - 40x46mm.]]&lt;br /&gt;
[[Image:M32.jpg|thumb|none|600px|In-game preview of the Milkor MGL Mk 1S, or &amp;quot;Piglet&amp;quot; as it is called in-universe.]]&lt;br /&gt;
[[Image:2015-04-22 00001.jpg|thumb|none|600px|Player holding the &amp;quot;Milkor MGL Mk 1S&amp;quot; in-game.]]&lt;br /&gt;
[[Image:2015-04-22 00002.jpg|thumb|none|600px|Stock ironsights of the &amp;quot;Milkor MGL Mk 1S&amp;quot;.]]&lt;br /&gt;
[[Image:2015-04-22 00003.jpg|thumb|none|600px|Player reloading the &amp;quot;Milkor MGL Mk 1S&amp;quot;. This becomes the single longest reload process of the entire series should the player fire all six grenades prior to reloading, at an uncomfortably lengthy 15.25 seconds.]]&lt;br /&gt;
[[Image:2015-04-22 00008.jpg|thumb|none|600px|Stock attack of the &amp;quot;Milkor MGL Mk 1S&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added to the game in the Gage Historical Pack, and is referred to in game as the &amp;quot;Potato Masher&amp;quot;. Unlike the M67, it is not used as a thrown explosive, but rather as a melee weapon, similar to the Demoman from Team Fortress 2. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:pd2-stick-grenade.jpg|thumb|none|600px|Model 24 Stielhandgranate, called the &amp;quot;Potato Masher&amp;quot; in game.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack DLC, and has the highest damage of any weapon in the game at an astounding 10000, but can only carry 4 rounds at a time. The weapon is unaffected by ammo pickups and can easily incapacitate the user and their whole team if fired recklessly&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|350px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The player holds the &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|The player aims to &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
The [[GE_M134_Minigun#Hand_Held_M134_Minigun|Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest rate-of-fire of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, having the weapon equipped results in a movement speed penalty. The weapon also appears to have no power source. &lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|350px|Hand Held M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun holding.jpg|thumb|none|600px|The player holds the &amp;quot;Hand Held M134 Minigun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun aim.jpg|thumb|none|600px|The player aims to &amp;quot;Hand Held M134 Minigun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Hand Held M134 Minigun&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Hand Held M134 Minigun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Hand Held M134 Minigun&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Payday (disambiguation)]]&lt;br /&gt;
&lt;br /&gt;
[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Payday 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=938120</id>
		<title>Battlefield Hardline</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=938120"/>
		<updated>2015-07-08T12:58:15Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* M1A1 Thompson */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield Hardline&lt;br /&gt;
|picture=BF Hardline.jpg&lt;br /&gt;
|caption=''Promotional artwork''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=March 17, 2015&lt;br /&gt;
|developer=Visceral&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox 360&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Battlefield Hardline'' is the latest game coming out for the ''[[Battlefield]]'' series, focusing on criminals and police warfare instead of pitting armies against each other.&lt;br /&gt;
&lt;br /&gt;
As in previous games, player take on as one of four classes:&lt;br /&gt;
&lt;br /&gt;
*Operator is akin to the Assault/Medic class, wielding assault rifles and carbines, able to revive and heal other players, and for the first time in the series, revive him/herself under certain conditions.&lt;br /&gt;
*Enforcer is a powerhouse class, wielding high-caliber battle rifles, heavy carbines, and shotguns, as well as dropping ammo for allies. A riot shield and C4 explosive is also unlocked by this class.&lt;br /&gt;
*Mechanic class is the stand in for the Engineer, using sub-machine guns and revolvers. Due to a lesser emphasis on vehicles, the Mechanic now gets more unique equipment like torso armor or the deployable spawn point, though still retains a 40mm grenade launcher and repair tool&lt;br /&gt;
*Professional class is the Recon/Sniper of this game, unlocking both bolt action and high caliber semi-automatic weapons. Gadgets available to this class include the trip mine and a surveillance camera.&lt;br /&gt;
&lt;br /&gt;
All of the classes are capable of equipping a zip-line crossbow, grappling hook launcher, gas mask, or a driving upgrade in place of either or both of their unique gadgets&lt;br /&gt;
&lt;br /&gt;
Rocket launchers and light machine guns are not available to any class, but can be found in locations on the map, or stored in the trunk of a car if the proper upgrade has been purchased for it&lt;br /&gt;
&lt;br /&gt;
As in many prior Battlefield games, most weapons are exclusive to one side when purchased, such as the G36C being only usable by the police. However, obtaining 1250 kills with a specific weapon allows players to purchase a Weapon License, letting them use it regardless of their team&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER*: As of June 12 2014, the screenshots posted here are from the game's beta trial, thus representing the unfinished product. It is quite possible that these weapons are unfinished, expect some of these screenshots to be replaced when the the actual game releases. &lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Unlike previous games in the series, pistols are now class-specific, sorted in different categories. The Operator kit uses the lower-caliber semi-automatics, such as the 92FS and Glock 17. The Mechanic uses revolvers, including the Judge. The Enforcer kit uses heavier pistols such as the M1911 and Desert Eagle, and the Professional uses machine pistols such as the Glock 18 and MAC-10&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] makes an appearance as the &amp;quot;92FS&amp;quot;, and is the starting weapon of the Operator for both factions, and by default comes with improved ironsights. In single-player it is also a default weapon for Nick Mendoza.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:BFHL92FSLoadout.jpg|thumb|none|600px|Stock &amp;quot;92FS&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHL92FS03.jpg|thumb|none|600px|&amp;quot;92FS&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHL92FS02.jpg|thumb|none|600px|Player holding the &amp;quot;92FS&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;93R&amp;quot;==&lt;br /&gt;
The [[Beretta 93R|Beretta 92FS &amp;quot;93R&amp;quot;]] was originally one of the &amp;quot;hidden guns&amp;quot;, it's the same &amp;quot;93R&amp;quot; from [[Battlefield 3]] which, of course, it's a normal [[Beretta 92FS|92FS]] with a resemblance of the 93R. Unlike Battlefield 4's model, it has the extended magazine and ported barrel as it had in Battlefield 3. It is the only burst-fire machine pistol and is exclusive to Law Enforcement&lt;br /&gt;
[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:BFH93R.jpg|thumb|none|600px|Beretta 92FS as the &amp;quot;M93R&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 SP-01 SHADOW==&lt;br /&gt;
The [[CZ 75#CZ 75 SP-01 SHADOW|CZ-75 SP-01 SHADOW]] appears simply as the 'CZ-75' and can be purchased for the Criminal Operator. It has a larger magazine than the 92FS and P226, and is quite accurate. Unlike Battlefield 4's version, it appears to be a 9x19mm model rather than .40 S&amp;amp;W.&lt;br /&gt;
[[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|350px|CZ 75 SP-01 SHADOW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The Desert Eagle Mark XIX appears once again from Battlefield 4 although this time it is called the &amp;quot;Bald Eagle&amp;quot;. Unlike in Battlefield 4, this Desert Eagle has a chrome finish as opposed to black and is now chambered in .50 Action Express instead of .44 Magnum. It can be unlocked for both teams' Enforcer class by completing the Enforcer Assignment 2. A gold-plated version is also used by the VIP in the Crosshair game mode.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:BFHardlineBaldEagle4.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; in the outfitting menu]]&lt;br /&gt;
[[File:BFHardlineBaldEagle1.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; Ingame]]&lt;br /&gt;
[[File:BFHardlineBaldEagle2.jpg|thumb|500px|none|&amp;quot;Uh oh, where did it go?!?&amp;quot;]]&lt;br /&gt;
[[File:BFHardlineBaldEagle3.jpg|thumb|500px|none|&amp;quot;Ta-da!&amp;quot; One of the new unique reloads has the player perform some slight of hand magic to reload the &amp;quot;Bald Eagle&amp;quot;. Chances of encountering this rare reload are 1 in 10,000]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] makes a return from ''[[Battlefield 3]]'' as the &amp;quot;G17&amp;quot;, unlocked for both teams by completing the Operator Assignment 2. It has the highest magazine capacity in its class, just ahead of the CZ-75, and has a much higher firecap than the other semi-automatic handguns&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|Glock 17 3rd Generation - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears as the default sidearm for the Professional class, being incorrectly named the 'G18C'. Its model is ported from Battlefield 4's Glock 18, which had the same slide serrations as a semi-automatic model rather than the unique ones for the 18's fire selector. It comes with a Laser Sight by default. Incidentally, it shares its Battlelog render with the Glock 17&lt;br /&gt;
[[Image: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;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK45C==&lt;br /&gt;
[[Heckler &amp;amp; Koch HK45|Heckler &amp;amp; Koch HK45C]] with threaded barrel is the default sidearm of the Enforcer kit on both teams, called &amp;quot;45T&amp;quot; in the game. By default it comes with a Mini Reflex sight.&lt;br /&gt;
[[Image:HK45C.jpg|thumb|none|350px|Heckler &amp;amp; Koch HK45C - .45 ACP]]&lt;br /&gt;
[[Image:HK45C with Threaded Barrel.jpg|thumb|none|350px|Actual Heckler &amp;amp; Koch HK45C'''T''' for comparison - .45 ACP. Note the different sights.]]&lt;br /&gt;
[[Image:BFHLHK4503.jpg|thumb|none|600px|Stock &amp;quot;HK45C&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLHK4502.jpg|thumb|none|600px|&amp;quot;HK45C&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLHK4501.jpg|thumb|none|600px|Player holding the &amp;quot;HK45C&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] appears as the 'P226' and is available for purchase by Law Enforcement Operators. It has a lower magazine size than any of the Operator's other sidearms.&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P40 Pro==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P40]] Pro appears as the '.40 Pro', and is a pistol for the Enforcer class. It can be differentiated from the standard M&amp;amp;P40 by the 5 inch barrel. Oddly for a pistol originally created for Military and Law Enforcement, it is only available for the Criminal team. It has slightly lower power than the other Enforcer handguns, but has a much higher capacity, acting sort of like the Operator's sidearms&lt;br /&gt;
[[File:S&amp;amp;W-M&amp;amp;P-40.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P40 - .40 S&amp;amp;W ACP]]&lt;br /&gt;
[[File:BFHardline40Pro.jpg|thumb|none|500px|'.40 Pro' in the selection menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 R8==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 R8]] makes its video game debut in this entry of the [[Battlefield]] series, where it can be purchased for the Law Enforcement Mechanic class. It has a higher capacity than any of the other revolvers, with 8 rounds per cylinder. It appears under the name &amp;quot;.357 RS&amp;quot;&lt;br /&gt;
[[Image:S&amp;amp;WModel327.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson 327 R8 - .357 Magnum]]&lt;br /&gt;
[[Image:BFHSW357.jpg|thumb|none|600px|S&amp;amp;W Model 327 R8 as the &amp;quot;RS357&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 642==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 642]] revolver is the default sidearm for the Mechanic on both teams; called the &amp;quot;.38 Snub&amp;quot;. It initially had an incorrect 6-round capacity during the June 2014 beta.  This has since been rectified to 5 rounds as of the February 2015 beta. It has a laser sight equipped by default, which is the only attachment it can use.&lt;br /&gt;
[[Image:S&amp;amp;W642Airweight.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 642 Airweight Snub nose revolver chambered in .38 Special]]&lt;br /&gt;
[[Image:BFHLSNUB03.jpg|thumb|none|600px|Model 642 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLSNUB02.jpg|thumb|none|600px|Model 642's iron sights.]]&lt;br /&gt;
[[Image:BFHLSNUB01.jpg|thumb|none|600px|Player holding the Model 642]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge &amp;quot;Public Defender&amp;quot;==&lt;br /&gt;
The &amp;quot;Public Defender&amp;quot; snub nose version of the [[Taurus Judge]] appears as the &amp;quot;.410 Jury&amp;quot;. It is unlocked for both teams by completing Mechanic Assignment 2&lt;br /&gt;
[[File:JUDGE PUBLIC DEFENDER.jpg|thumb|none|350px|Taurus Judge &amp;quot;Public Defender&amp;quot; - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]] returns from both prior Battlefield games, again named the '.44 Magnum.' It can be purchased for the Criminal Mechanic&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|350px|Taurus Model 44 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Tactical Custom 1911==&lt;br /&gt;
The [[Colt M1911|Vickers Tactical 1911]] comes back from [[Battlefield 4]], somewhat incorrectly called &amp;quot;M1911A1&amp;quot;. It can be purchased for the Law Enforcement Enforcer class. Although it is the same model reused from ''[[Battlefield 4]]'', tritium inserts have been added and the slight misalignment of the sights has been fixed.&lt;br /&gt;
[[Image:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|350px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]]&lt;br /&gt;
[[Image:BFH1911.jpg|thumb|none|600px|Vickers tactical as &amp;quot;M1911&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45]] appears simply as the 'M/45' and can be purchased for the Law Enforcement Mechanic. It is correctly depicted as being open-bolt and lacking a fire selector, unable to chamber an extra round and limited to automatic fire. In prior betas it was a Criminal-exclusive weapon, though for balance reasons was shifted to the Law Enforcement team. It holds 36 rounds with no extra in the chamber and unlike other open-bolt weapons in the game, the bolt is pulled back at the start of an empty reload rather than the end&lt;br /&gt;
[[Image:Kp m45b.jpg|thumb|none|400px|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available for purchase for the Criminal Mechanic class as the &amp;quot;P90&amp;quot;. Earlier beta versions had 40 round capacity, later corrected to 50. The game also shows the magazine to be incorrectly removed without pressing the magazine release button. By default it starts with a heavy barrel attachment which makes it appear as the civilian variant, the FN PS90.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[Image:BFHLP9002.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLP9003.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLP9001.jpg|thumb|none|600px|Stock &amp;quot;P90&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] is an available sub-machine gun for the Mechanic class. This is the starting weapon for the Mechanic in the February 2015 beta, and is equipped with a red dot sight, suppressor and extended magazine, which for some reason holds only 25 rounds. The weapon always has the buttcap of the MP5K-PDW, and the folding stock is optional. Attaching a muzzle device will turn it into the actual MP5K-PDW.&lt;br /&gt;
[[image:MP5K-PDWEarly.jpg|thumb|none|350px|MP5K with PDW-style stock - 9x19mm.]]&lt;br /&gt;
[[image:MP5K-PDW.jpg|thumb|none|350px|MP5K-PDW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]], as the &amp;quot;UMP-45&amp;quot;, was the starting weapon for the Mechanic class in June 2014 beta. The front sight assembly is removed when equipped with optics like in [[Battlefield 4]]. In real life, this would not be possible without permanently altering the weapon. During the Feburary 2015 beta, it instead became available to purchase for the Law Enforcement Mechanic. After the beta, the UMP-45 was swapped to the Criminal team for balancing reasons, with Law Enforcement getting the M/45 in exchange&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:BFHLUMP4501.jpg|thumb|none|600px|UMP-45 being held.]]&lt;br /&gt;
[[Image:BFHLUMP4502.jpg|thumb|none|600px|UMP-45 iron sight.]]&lt;br /&gt;
[[Image:BFHLUMP4503.jpg|thumb|none|600px|Stock UMP-45 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] can be purchased for the Criminal Mechanic class. In the June Beta, it incorrectly chambered a round for 30+1 rounds, but later it was corrected to 32+0. It has a unique bolt handle that extends to the left&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|400px|IMI Uzi - 9x19mm.]]&lt;br /&gt;
[[Image:BFHLUZI02.jpg|thumb|none|600px|Uzi being held.]]&lt;br /&gt;
[[Image:BFHLUZI03.jpg|thumb|none|600px|Uzi iron sight.]]&lt;br /&gt;
[[Image:BFHLUZI01.jpg|thumb|none|600px|Stock Uzi in the loadout menu]]&lt;br /&gt;
[[Image:BFHLUZI.jpg|thumb|none|600px|&amp;quot;I don't know how to Uzi.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] equipped with rails is an available machine pistol sidearm for the Professional class. The MAC-10 in game has an aftermarket upper receiver, which adds a full-length top rail and relocates the bolt handle to the side. It can be unlocked by completing Professional Assignment 2, and can be used by both teams. By default it starts with a Suppressor and a Stock option and a small magazine size of only 15 rounds, and at first was incorrectly depicted as being able to have an additional round in the chamber, despite the real MAC-10 being open-bolt. In the final release of the game, the MAC-10 is indeed shown as an open-bolt weapon&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|none|300px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:BFHMAC10.jpg|thumb|none|600px|MAC-10 in the loadout menu. The charging handle has been moved to the side, to allow for a top rail.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
A full-auto converted [[Intratec TEC-9]] is available for purchase for the Criminal Professional class. It chambers +1 round, which is correct as the TEC-9 is a closed-bolt gun. (Only the original KG-9 is open-bolt) The magazine is shown to be incorrectly holding 20 rounds in a 32 rounds magazine, but this is corrected to 32 with use of the &amp;quot;Extended Magazines&amp;quot; option.&lt;br /&gt;
[[Image:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFHLTEC901.jpg|thumb|none|600px|TEC-9 being held.]]&lt;br /&gt;
[[Image:BFHLTEC902.jpg|thumb|none|600px|TEC-9 iron sight.]]&lt;br /&gt;
[[Image:BFHLTEC903.jpg|thumb|none|600px|Stock TEC-9 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==KRISS K10==&lt;br /&gt;
The [[TDI Vector|KRISS K10]] appears as the 'K10' and can be purchased for the Law Enforcement Mechanic, with an astounding RPM of 1200. To balance out its firing rate, its accuracy is quite low. It also has a slightly below-average magazine size of 25+1&lt;br /&gt;
[[Image:K102.jpg|thumb|none|400px|KRISS K10 with barrel RIS - .45 ACP / 9x19mm Para / .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
An [[M1A1 Thompson]] is introduced in patch 1.04 that was released alongside the Battlefield Hardline: Criminal Activity expansion, although the expansion is not required to own the weapon, which appears simply as ''M1A1''. It is so far the only primary weapon that can be used by all classes. It is equipped with a 30-round magazine by default, and the extended magazine gives it the 50-round drum. It can also equip a stubby grip, but no barrel attachments or different sights. Unlike other weapons, it cannot use camouflages, instead only able to use the Bronze, Silver, or Gold finishes. Curiously, no bolt operation seems to be seen when the weapon is reloaded while empty&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:BFH M1A1.jpg|thumb|none|600px|Unmodified M1A1 Thompson in the loadout menu.]]&lt;br /&gt;
[[Image:BFH M1A1 fgrip ext mag.jpg|thumb|none|600px|M1A1 with 50-round drum magazine and foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] can be unlocked for both teams' Mechanic class by completing the Mechanic Syndicate assignment. By default, it is equipped with a red dot and laser sight.&lt;br /&gt;
[[Image:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFH FMG9 01.jpg|thumb|none|600px|Unmodified FMG-9 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
[[SIG-Sauer MPX]] returns from Battlefield 4 as a purchasable weapon for the Law Enforcement Mechanic, and is chambered in .40 S&amp;amp;W. It has 30 rounds in the magazine. Unlike Battlefield 4, its stock is now collapsed by default but can be extended with the Stock accessory, reducing recoil. It is anachronistic to the single-player missions set in 2012, since the MPX was developed in 2013.&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
[[SPAS-12]] returns from previous Battlefield games for the Criminal Enforcer class, but this time around is set to semi-automatic rather than pump-action. Has 8 + 1 capacity. Despite its semi-automatic firing, waiting after a shot will still cause a pumping animation, and the ejection port seems frozen shut during an empty reload&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37 &amp;quot;Stakeout&amp;quot;==&lt;br /&gt;
The [[Ithaca 37]] in &amp;quot;Stakeout&amp;quot; configuration is an available shotgun for the Police Enforcer class, known as &amp;quot;37 Stakeout&amp;quot; in game. It has the length and wooden forearm of the standard &amp;quot;Stakeout&amp;quot;, but has the heat shield and unique foregrip of the ''[[Miami Vice]]'' movie gun seen below. The foregrip is somehow installed over the forearm. Strangely, a  identical configuration was seen in ''[[Grand Theft Auto: Vice City]]''. It can be bought for the Law Enforcement Enforcer, and can be unlocked early on in the single-player story. It holds 5+1 shells and has a tighter spread than the 870&lt;br /&gt;
[[Image:Custom37.jpg|thumb|none|400px|Customized Ithaca 37 &amp;quot;Stakeout&amp;quot; with Pachymar pistol grip, vertical foregrip, and heat shield - 12 gauge. This movie gun was seen in ''[[Miami Vice]]'' and various films.]]&lt;br /&gt;
[[Image:Stakeout-1-.jpg|thumb|none|400px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
[[Kel-Tec KSG]] is available in Criminal Activity DLC, appearing as KSG12, and holding 14 shells. It exclusive to the Enforcer class on the Law Enforcement team and can be bought fairly cheap, requiring no assignment to complete unlike previous Battlefield games' DLC weapons. Like in other video games featuring the KSG, the two magazine tubes are incorrectly treated as one continuous tube, as the the magazine selector is never operated.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|400px|Kel-Tec KSG with Magpul RVG foregrip - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Marine Magnum==&lt;br /&gt;
The [[Remington 870 Marine Magnum]] is the default weapon for the Enforcer class as the &amp;quot;870P Magnum&amp;quot;, taking the MG36's place during the June 2014 beta as this class' default weapon, as the MG36, along with all other LMGs, are now Battle Pickups as of the February 2015 beta. It has a rail attached to the top of the receiver. By default it is equipped with a Tactical Light, which differs from a regular flashlight in that it only activates when aiming&lt;br /&gt;
[[Image:Remington870MarineMagnum.jpg|thumb|none|400px|Remington 870 Marine Magnum - 12 Gauge]]&lt;br /&gt;
[[Image:BFHLR87001.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR87002.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLR87003.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; with a flashlight attched in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Side by Side Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed-Off Side by Side Shotgun]] is unlocked by the Enforcer class as the &amp;quot;Double-Barrel Shotgun&amp;quot;. It is unlocked by completing the Enforcer Syndicate assignment. When reloading, even if only one shot is fired, both shells are replaced.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Sawed-Off Remington SBS - 12 gauge]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF01.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF02.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF03.jpg|thumb|none|600px|Stock &amp;quot;Sawed Off Shotgun&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==12 Gauge Side-by-Side Shotgun==&lt;br /&gt;
Buying the &amp;quot;Long Barrel&amp;quot; and &amp;quot;Stock&amp;quot; attachments for the sawed-off shotgun will turn it into a full-length [[12 Gauge Double Barreled Shotgun|12 gauge Side-by-Side Shotgun]].&lt;br /&gt;
[[Image:BaikalSBSShotgun.jpg|thumb|none|400px|Baikal SBS shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is available to the Criminal Operator class. Earlier betas had a railed handguard, but it was later changed to the original wood furniture (equipping anything in the Accessory slot will return the RIS handguard.) It has higher damage and better range than the other Operator weapons, but is hard to control and fires slower than the rest.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:BFHLAKM02.jpg|thumb|none|600px|AKM being held.]]&lt;br /&gt;
[[Image:BFHLAKM03.jpg|thumb|none|600px|AKM iron sight.]]&lt;br /&gt;
[[Image:BFHLAKM01.jpg|thumb|none|600px|Stock AKM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is an available carbine for the Criminal team's Operator class. It uses an aftermarket railed handguard and is equipped with a laser sight by default.&lt;br /&gt;
[[Image:AKS74U-RIS.jpg|thumb|none|400px|AKS-74U with railed handguard - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
The [[Bushmaster ACR]] is available to the Operator class as the &amp;quot;ACW-R&amp;quot;. It is featured in-game as a Carbine. It is currently only available for pre-ordering the game or purchasing the Deluxe Edition Upgrade&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, five-sided handguard, and Magpul MBUS sights &amp;amp; PMag magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[Colt M16A4]] is depicted as a fully automatic &amp;quot;M16A3&amp;quot;, similar to [[Battlefield 3]]. It can be purchased by the Law Enforcement Operator, though in early betas was the kit's default weapon.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope - 5.56x45mm. This is the USMC style setup.]]&lt;br /&gt;
[[Image:BFHLM16A30Hold.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; being held. Evident in this screenshot are the incorrectly raised receiver rails, resulting in a small gap between the rear of the carrying handle and the receiver. This is possibly due to needing to match the height of the new handguard rail model (discussed in a following screenshot caption).]]&lt;br /&gt;
[[Image:BFHLM16A302.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; iron sight. Like in BF3 and BF4, the ghost ring assembly is incorrectly modelled with the small aperture style ring but with the opening of a large aperture.]]&lt;br /&gt;
[[Image:BFHLM16A303.jpg|thumb|none|600px|Stock &amp;quot;M16A3&amp;quot; in the loadout menu. Note the long-awaited bayonet lug has been added with a sling swivel (though the swivel should be mounted on the rear lug of the front sight base) along with a new Daniel Defense M4 12.0 free float handguard (a Knight's Armament Company RAS M5 in previous titles).]]&lt;br /&gt;
[[Image:BFHLM16A301.jpg‎|thumb|none|600px|Promotional screenshot of the &amp;quot;M16A3&amp;quot;; this SWAT officer's misfortune at least gives us good lighting on his newly upgraded Magpul PMAGs. Note that the character seems to be using the CIRAS maritime body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] is featured as the &amp;quot;RO933&amp;quot; and is the starting carbine for the Operator class. By default it is equipped with a stubby grip, a flash hider, and an Aimpoint Micro T1 sight&lt;br /&gt;
[[Image:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHardlineRO933.jpg|thumb|none|500px|&amp;quot;RO933&amp;quot; Ingame.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] can be purchased for the Criminal Enforcer and appears as &amp;quot;SA-58 OSW&amp;quot;. It holds 20+1 rounds and comes with a PK-A 3.5x scope by default&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BfhlbetaFal1.jpg|thumb|none|600px|The SA58 OSW being held.]]&lt;br /&gt;
[[Image:BfhlbetaFal2.jpg|thumb|none|600px|The SA58 OSW's iron sights.]]&lt;br /&gt;
[[Image:BfhlbetaFal3.jpg|thumb|none|600px|Chambering a new round. ]]&lt;br /&gt;
[[Image:BfhlbetaFal4.jpg|thumb|none|600px|The SA58 OSW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Operator class. It is currently only available for pre-ordering the game or buying the Deluxe Edition Upgrade. Equipped with an ACOG scope by default, it has a fire rate of 675 RPM in-game. Player characters in-game reload the weapon rather slowly in comparison to other weapons with an empty reload taking 4.2 seconds. &lt;br /&gt;
[[File:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
[[FN FAL]] is available in Criminal Activity DLC for the Criminal Enforcer class. With the stock attachment, it becomes a synthetic furniture model.  It is nearly identical to its more modern counterpart except for a faster rate of fire.&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|450px|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFH FN FAL 01.jpg|thumb|none|600px|Default FN FAL in the loadout menu.]]&lt;br /&gt;
[[Image:BFH FN FAL 02.jpg|thumb|none|600px|FN FAL with the &amp;quot;Stock&amp;quot; attachment, which gives the entire weapon synthetic furtniture.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The Third Generation [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] can be purchased for the Law Enforcement Enforcer and appears as &amp;quot;SCAR-H&amp;quot;. With the heavy barrel attachment, it becomes a mid length SCAR-H STD. The game also shows the incorrectly pressing the magazine release button while empty reload. &lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
[[Heckler &amp;amp; Koch G36C]] is available to purchase for the Law Enforcement Operator class. Like in Battlefield 4, during the beta it has an incorrect rate of fire of 650 rounds per minute instead of 750. but was corrected in the full game to it's proper 750 RPM. In betas, it was exclusive to the Criminal team, but was swapped after the February beta for balancing reasons&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36C02.jpg|thumb|none|600px|G36C being held.]]&lt;br /&gt;
[[Image:BFHLG36C03.jpg|thumb|none|600px|G36C iron sight.]]&lt;br /&gt;
[[Image:BFHLG36C01.jpg|thumb|none|600px|Stock G36C in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36E/KV Hybrid==&lt;br /&gt;
During the June 2014 beta, the [[Heckler &amp;amp; Koch G36|H&amp;amp;K G36E/KV Hybrid]] was the default Enforcer weapon, fitted with a 100-round drum C-Mag. The game refers it as the &amp;quot;MG36&amp;quot; LMG variant, but it is obviously NOT an MG36 since H&amp;amp;K only produced few MG36s with export sight; the weapon in-game is depicted as having the G36KV carrying handle/railmount. When equipped with iron sights, it uses backup iron sights as opposed to the sights mounted on the G36KV carrying handle as they are absent. The gun also shows the bolt being still even when the gun is fired.  As of the February 2015 beta, this weapon is no longer available to the Enforcer, as it, along with other LMGs, are now Battle Pickups. It always spawns with a CompM4S Sight, Muzzle Brake and Laser Sight and can be equipped from the trunk of a player's car with the LMG Armory vehicle upgrade. &lt;br /&gt;
[[Image:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with rail top carry handle - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:HKG36E-KV(MG36).jpg‎|thumb|none|450px|'''Airsoft''' A Hybrid of the G36E/KV which is often confused as the &amp;quot;MG36&amp;quot; Configuration -(fake) 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36K01.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLG36K02.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLG36K04.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; with an EOtech holographic sight.]]&lt;br /&gt;
[[Image:BFHLG36K03.jpg|thumb|none|600px|Stock &amp;quot;MG36&amp;quot;  in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] with 10.4 inch barrel is available to the Criminal Operator class as the &amp;quot;M416&amp;quot;. With the heavy barrel attachment, it becomes a mid length 14.5 inch barrel. In betas, it was exclusive to the Law Enforcement team, though after the Februrary beta was changed to the Criminal team for balancing. It is tied with the RO933 for the highest rate of fire in its weapon class&lt;br /&gt;
[[File:HK416 current.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 D10RS with 10.4 inch barrel - 5.56x45mm NATO.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK51==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK51]] is available for the Criminal Enforcer class. It has a slow rate of fire and its collapsible stock is extended by default&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|Heckler &amp;amp; Koch HK51 - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM]] is available to the Operator class as the &amp;quot;ARM&amp;quot;. It holds an extremely high capacity of 50 rounds and can be unlocked by completing the Operator Syndicate assignment.&lt;br /&gt;
[[File:Galil.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFH Galil ARM 01.jpg|thumb|none|600px|Default ARM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE N 21==&lt;br /&gt;
The [[Galil ACE|Galil ACE N 21]] is available to the Operator class as the &amp;quot;CAR-556&amp;quot;. It is currently only available for pre-ordering the game or buying the Deluxe Edition Upgrade. It posses the second largest magazine capacity of the Operator Weapons (with the ARM being first) holding 40 rounds.&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The Ohio Ordnance HCAR is available for the Law Enforcement Enforcer class. Much like its counterpart on the Criminal team, the HK-51, it has a slow rate of fire but high power. Holds 30+1 rounds&lt;br /&gt;
[[File:HCAR.jpg|thumb|none|450px|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
[[File:BFHardlineHCAR.jpg|thumb|none|500px|The HCAR in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==PTR 91==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3#PTR 91|PTR 91]] is available as a marksman rifle to the Criminal Professional class.&lt;br /&gt;
[[File:PTR91NEW.jpg‎|thumb|none|450px|PTR 91 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLPTR02.jpg|thumb|none|600px|PTR-91 being held.]]&lt;br /&gt;
[[Image:BFHLPTR03.jpg|thumb|none|600px|PTR-91 iron sight.]]&lt;br /&gt;
[[Image:BFHLPTR01.jpg|thumb|none|600px|Stock PTR-91 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG StG 57 / SG 510-4 hybrid==&lt;br /&gt;
[[SIG SG 510]] is available in Criminal Activity DLC for the Law Enforcement Enforcer class. Its modelled after both StG 77 and SG 510-4, as it has the overall black furniture and stock of StG 57, but ironsights and charging handle are from SG 510-4, and is chambered in 7.62x51mm NATO. The default magazine holds 24 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:SIGSG510-4.jpg|thumb|450px|none|SIG SG 510-4 Battle Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SIG-StG-57.jpg|thumb|450px|none|SIG StG 57 Battle Rifle - 7.5mm Swiss]]&lt;br /&gt;
[[Image:BFH SG510.jpg |thumb|600px|none|Default SG 510 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] is available to the Law Enforcement Operator class as the &amp;quot;SG553&amp;quot;. It is equipped by default with an SRS Red Dot. &lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|none|450px|SIG SG 553 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==SAIGA 308==&lt;br /&gt;
The [[SAIGA 308]] as the &amp;quot;SAIGA .308&amp;quot; can be purchased for the Criminal Professional class. As of the beta, no iron sight is available to this gun. Due to either modeling or point of perspective, when viewed from the first person, the scope seems ridiculously large. In the full game, correct iron sights have been added, replicating the AKM ironsights.&lt;br /&gt;
[[Image:Saiga 308.jpg|thumb|none|450px|SAIGA 308 - 7.62х51mm NATO]]&lt;br /&gt;
[[Image:BFHLSAIGA30802.jpg|thumb|none|600px|&amp;quot;SAIGA .308&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAIGA30801.jpg|thumb|none|600px|Stock &amp;quot;SAIGA .308&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[M14 Rifle#Springfield Armory M1A SOCOM 16|Springfield Armory M1A SOCOM 16]] ,  known simply as &amp;quot;SOCOM 16&amp;quot;, is a marksman rifle for the Law Enforcement Professional class.  With the heavy barrel attachment, it becomes a full length M1A.&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|450px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As noted in the intro, man-portable machine guns are Battle Pickups in this entry of the series, and are no longer part of any class' kit.&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] comes back from the previous [[Battlefield]] series. It spawns on some maps as a Battle Pickup equipped with a Holographic sight and a stubby grip. &lt;br /&gt;
[[Image:M240-1.jpg‎|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHM240B.jpg|thumb|none|600px|The M240B in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para==&lt;br /&gt;
An [[M249]] was featured in the Beta on the Counter/Heavy Attack Truck, being used by the secondary gunner and was available for the Enforcer class during early beta's. Now in the full game it is a Battle Pickup instead, and appears as the backdoor weapon for the SUV as well.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg‎|thumb|none|450px|FN M249 Para - 5.56x45mm]]&lt;br /&gt;
[[Image:BFHLSAW01.jpg‎|thumb|none|600px|M249 SAW mounted on top of the Mk19 grenade launcher and M2HB machine gun, that is mounted on top of a Counter/Heavy Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
[[PKP Pecheneg]] is mounted on Criminals' Hardened Attack Truck. It is the default gun used by the driver.&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg machine gun with ammo box - 7.62x54mm R.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==AAC Integrally Suppressed Remington 700==&lt;br /&gt;
The AAC Integrally Suppressed [[Remington 700]] appears as the &amp;quot;.300 Knockout&amp;quot;. It can be unlocked for both teams by completing the Professional Syndicate assignment. It also comes with a straight-pull bult by default&lt;br /&gt;
[[Image:Img 5166-tfb.jpg|thumb|none|451px|AAC Integrally Suppressed Remington 700 - .300 BLK]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]]. This time around, it is correctly designated &amp;quot;AWM&amp;quot;, and correctly chambered in .338 Magnum. It can be purchased for the Criminal Professional.&lt;br /&gt;
[[Image:AI L115A3.jpg|thumb|none|450px|Accuracy International AWM-F - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BFHAWMF.jpg|thumb|none|600px|The hidden incomplete &amp;quot;AWM&amp;quot; on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s AWM-F.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 Enhanced Combat Carbine==&lt;br /&gt;
The [[Knight's Armament SR-25|SR-25 Enhanced Combat Carbine]] appear as &amp;quot;SR-25 ECC&amp;quot;. It can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm]]&lt;br /&gt;
[[Image:BFHSR25.jpg|thumb|none|600px|The hidden incomplete &amp;quot;SR-25 ECC&amp;quot; in the loadout menu on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s Mk 11 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700LTR==&lt;br /&gt;
The [[Remington 700| Remington 700 LTR]], as &amp;quot;R700LTR&amp;quot;, was the default weapon of the Professional class in the June 2014 beta. It is equipped with a fluted barrel. Currently it can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Rem700.jpg|thumb|none|450px|Remington Model 700P LTR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLR70001.jpg|thumb|none|600px|&amp;quot;R700 LTR&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR70002.jpg|thumb|none|600px|Stock &amp;quot;R700 LTR&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Elite==&lt;br /&gt;
The [[Steyr Elite]] appear as &amp;quot;Scout Elite&amp;quot;, is the default weapon of the Professional class starting with the February 2015 beta. By default it is equipped with a straight-pull bolt accessory, removing the need to unscope between aimed shots. Unlike the heavier bolt-action rifles, it comes with only a 6x scope by default, rather than 8x&lt;br /&gt;
[[Image:ELITE.jpeg|thumb|none|450px|Steyr Elite - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Both the Stinger and the RPG-7 were available gadgets for the Mechanic class during the June 2014 beta, but these have since been relegated to Battle Pickups.&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
[[FIM-92A Stinger]] is available as a pick-up weapon only. Just how the police and a criminal syndicate can get a hold of this advanced military grade weapon is beyond anyone's guess, but it functions just like the previous games. The Anti-Air Armory upgrade for certain vehicles allows it to be claimed from their trunk.&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:BFHLStinger01.jpg|thumb|none|600px|Player holding the Stinger.]]&lt;br /&gt;
[[Image:BFHLStinger02.jpg|thumb|none|600px|Player aiming down the sights of the Stinger.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is available to the Law Enforcement Mechanic class. The descrition of the weapon reads &amp;quot;''It's not exactly clear how Law Enforcement got a hold of this baby. A breach-loading launcher, it fires a 40mm high explosive grenade that is effective against light vehicles and agents.''&amp;quot; As in the previous two games, 40mm grenades are more useful for finishing weakened enemies off or taking down vehicles than for direct kills&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|275px|H&amp;amp;K M320 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The M79 is available for the Criminal Mechanic Class. It's description states that the weapon was (obviously) not obtained through legal channels. It functions identically to the M320&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
The [[M79 grenade launcher]] is the criminals' counterpart to the M320.&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The SMAW spawns as a Battle Pickup throughout some maps. It is a single shot weapon, being discarded upon use (similar to [[Battlefield 4]]'s AT4) and is much more powerful than the RPG-7. &lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] can no longer be equipped by the Mechanic class, but can be picked up from various locations. The Anti-Armor Armory upgrade for certain vehicles allows it to be claimed from the vehicle's trunk.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BFHLRPG701.jpg|thumb|none|600px|Player holding the RPG-7V2.]]&lt;br /&gt;
[[Image:BFHLRPG702.jpg|thumb|none|600px|Sights of the RPG-7V2.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==AN/M14 incendiary grenade==&lt;br /&gt;
Available to purchase for any class. Incendiaries (and molotovs) thrown by teammates will have blue fire. Two are carried at once&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 incendiary grenade]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
Available for purchase for any class. As in Battlefield 4, smoke clouds can prevent spotting&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|120px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 fragmentation hand grenade==&lt;br /&gt;
Every class in the game can equip one [[M67 hand grenade|M67 fragmentation hand grenade]]. It is the default grenade&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|150px|M67 fragmentation hand grenade]]&lt;br /&gt;
[[Image:BFHLM6701.jpg|thumb|none|600px|Player holding the M67.]]&lt;br /&gt;
[[Image:BFHLM6702.jpg|thumb|none|600px|M67 on the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
Available for purchase for any class. Players using the Flashbang can carry 2 at a time&lt;br /&gt;
[[Image:M84stun.jpg|thumb|none|100px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears on many vehicles. It is the main weapon for the Counter Attack Trucks. It is also the default door gunner weapon for the transport helicopters, and can be purchased for the SUVs to replace the default M134.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BFHLM201.jpg|thumb|none|600px|Heavy/Counter Attack Truck with the M2HB mounted on top]]&lt;br /&gt;
&lt;br /&gt;
==FN M3M==&lt;br /&gt;
The [[Browning M3#FN GAU-21|FN M3M]] is purchasable for the SUV turret, and the helicopter door gunners, referred to as &amp;quot;M3M&amp;quot;. It differs from the M2HB by having a higher rate of fire.&lt;br /&gt;
[[image:FN GAU-21.jpg|thumb|none|400px|FN M3M (designated GAU-21 in the US military) - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is also mounted on the Counter Attack Truck as a secondary weapon to the [[Browning M2HB]], it can be customized to fire 25mm flechette ammunition.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BFHLMK1901.jpg|thumb|none|600px|Mk 19 grenade launcher on a police Counter Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
[[M134 Minigun]]s are mounted on the Transport Helicopters, Armoured SUV and Attack Helicopter's nose mount.&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHLM13401.jpg|thumb|none|600px|M134 mounted on top of a Armoured Van.]]&lt;br /&gt;
[[Image:BFHLM13403.jpg|thumb|none|600px|Armoured Van with M134 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLM13402.jpg|thumb|none|600px|M134 mounted on top of a Transport Helicopter.]]&lt;br /&gt;
[[Image:BFHLM13404.jpg|thumb|none|600px|Transport Helicopter with M134 in the loadout menu]]&lt;br /&gt;
[[Image:BFHLM13405.jpg|thumb|none|600px|M134 mounted on the nose of the Attack Helicopter.]]&lt;br /&gt;
&lt;br /&gt;
=Misc.=&lt;br /&gt;
&lt;br /&gt;
==Taser X26E==&lt;br /&gt;
The [[Taser#X26|Taser X26E]] appears as an all-kit gadget, in the sidearm slot. It is called &amp;quot;T62 CEW&amp;quot; (for '''C'''onducted '''E'''nergy '''W'''eapon, the official classification for Taser-like weapons) in the game. The ingame version can mount a reflex sight, something not possible with the real-life weapon, and indeed the ingame model shows no rails or other attachment points where one could be mounted. The reticle consists of a large white circle, and two green dots appear in the center if an enemy is within range. Enemies hit with the Taser will visibly spark for several seconds and collapse, and Taser takedowns will award a &amp;quot;Non-Lethal Takedown&amp;quot; score bonus, in addition to allowing players to interrogate the stunned enemy&lt;br /&gt;
[[Image:X26-tazer.jpg|thumb|none|401px|X26E Taser with safety cap on]]&lt;br /&gt;
[[Image:BFHLTaser01.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; being reloaded.]]&lt;br /&gt;
[[Image:BFHLTaser02.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: War]]&lt;br /&gt;
[[Category: Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=938119</id>
		<title>Battlefield Hardline</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=938119"/>
		<updated>2015-07-08T12:56:33Z</updated>

		<summary type="html">&lt;p&gt;Fox the MP5 Fanatic: /* Ingram MAC-10 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield Hardline&lt;br /&gt;
|picture=BF Hardline.jpg&lt;br /&gt;
|caption=''Promotional artwork''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=March 17, 2015&lt;br /&gt;
|developer=Visceral&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox 360&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Battlefield Hardline'' is the latest game coming out for the ''[[Battlefield]]'' series, focusing on criminals and police warfare instead of pitting armies against each other.&lt;br /&gt;
&lt;br /&gt;
As in previous games, player take on as one of four classes:&lt;br /&gt;
&lt;br /&gt;
*Operator is akin to the Assault/Medic class, wielding assault rifles and carbines, able to revive and heal other players, and for the first time in the series, revive him/herself under certain conditions.&lt;br /&gt;
*Enforcer is a powerhouse class, wielding high-caliber battle rifles, heavy carbines, and shotguns, as well as dropping ammo for allies. A riot shield and C4 explosive is also unlocked by this class.&lt;br /&gt;
*Mechanic class is the stand in for the Engineer, using sub-machine guns and revolvers. Due to a lesser emphasis on vehicles, the Mechanic now gets more unique equipment like torso armor or the deployable spawn point, though still retains a 40mm grenade launcher and repair tool&lt;br /&gt;
*Professional class is the Recon/Sniper of this game, unlocking both bolt action and high caliber semi-automatic weapons. Gadgets available to this class include the trip mine and a surveillance camera.&lt;br /&gt;
&lt;br /&gt;
All of the classes are capable of equipping a zip-line crossbow, grappling hook launcher, gas mask, or a driving upgrade in place of either or both of their unique gadgets&lt;br /&gt;
&lt;br /&gt;
Rocket launchers and light machine guns are not available to any class, but can be found in locations on the map, or stored in the trunk of a car if the proper upgrade has been purchased for it&lt;br /&gt;
&lt;br /&gt;
As in many prior Battlefield games, most weapons are exclusive to one side when purchased, such as the G36C being only usable by the police. However, obtaining 1250 kills with a specific weapon allows players to purchase a Weapon License, letting them use it regardless of their team&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER*: As of June 12 2014, the screenshots posted here are from the game's beta trial, thus representing the unfinished product. It is quite possible that these weapons are unfinished, expect some of these screenshots to be replaced when the the actual game releases. &lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Unlike previous games in the series, pistols are now class-specific, sorted in different categories. The Operator kit uses the lower-caliber semi-automatics, such as the 92FS and Glock 17. The Mechanic uses revolvers, including the Judge. The Enforcer kit uses heavier pistols such as the M1911 and Desert Eagle, and the Professional uses machine pistols such as the Glock 18 and MAC-10&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] makes an appearance as the &amp;quot;92FS&amp;quot;, and is the starting weapon of the Operator for both factions, and by default comes with improved ironsights. In single-player it is also a default weapon for Nick Mendoza.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:BFHL92FSLoadout.jpg|thumb|none|600px|Stock &amp;quot;92FS&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHL92FS03.jpg|thumb|none|600px|&amp;quot;92FS&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHL92FS02.jpg|thumb|none|600px|Player holding the &amp;quot;92FS&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;93R&amp;quot;==&lt;br /&gt;
The [[Beretta 93R|Beretta 92FS &amp;quot;93R&amp;quot;]] was originally one of the &amp;quot;hidden guns&amp;quot;, it's the same &amp;quot;93R&amp;quot; from [[Battlefield 3]] which, of course, it's a normal [[Beretta 92FS|92FS]] with a resemblance of the 93R. Unlike Battlefield 4's model, it has the extended magazine and ported barrel as it had in Battlefield 3. It is the only burst-fire machine pistol and is exclusive to Law Enforcement&lt;br /&gt;
[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:BFH93R.jpg|thumb|none|600px|Beretta 92FS as the &amp;quot;M93R&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 SP-01 SHADOW==&lt;br /&gt;
The [[CZ 75#CZ 75 SP-01 SHADOW|CZ-75 SP-01 SHADOW]] appears simply as the 'CZ-75' and can be purchased for the Criminal Operator. It has a larger magazine than the 92FS and P226, and is quite accurate. Unlike Battlefield 4's version, it appears to be a 9x19mm model rather than .40 S&amp;amp;W.&lt;br /&gt;
[[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|350px|CZ 75 SP-01 SHADOW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The Desert Eagle Mark XIX appears once again from Battlefield 4 although this time it is called the &amp;quot;Bald Eagle&amp;quot;. Unlike in Battlefield 4, this Desert Eagle has a chrome finish as opposed to black and is now chambered in .50 Action Express instead of .44 Magnum. It can be unlocked for both teams' Enforcer class by completing the Enforcer Assignment 2. A gold-plated version is also used by the VIP in the Crosshair game mode.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:BFHardlineBaldEagle4.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; in the outfitting menu]]&lt;br /&gt;
[[File:BFHardlineBaldEagle1.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; Ingame]]&lt;br /&gt;
[[File:BFHardlineBaldEagle2.jpg|thumb|500px|none|&amp;quot;Uh oh, where did it go?!?&amp;quot;]]&lt;br /&gt;
[[File:BFHardlineBaldEagle3.jpg|thumb|500px|none|&amp;quot;Ta-da!&amp;quot; One of the new unique reloads has the player perform some slight of hand magic to reload the &amp;quot;Bald Eagle&amp;quot;. Chances of encountering this rare reload are 1 in 10,000]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] makes a return from ''[[Battlefield 3]]'' as the &amp;quot;G17&amp;quot;, unlocked for both teams by completing the Operator Assignment 2. It has the highest magazine capacity in its class, just ahead of the CZ-75, and has a much higher firecap than the other semi-automatic handguns&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|Glock 17 3rd Generation - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears as the default sidearm for the Professional class, being incorrectly named the 'G18C'. Its model is ported from Battlefield 4's Glock 18, which had the same slide serrations as a semi-automatic model rather than the unique ones for the 18's fire selector. It comes with a Laser Sight by default. Incidentally, it shares its Battlelog render with the Glock 17&lt;br /&gt;
[[Image: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;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK45C==&lt;br /&gt;
[[Heckler &amp;amp; Koch HK45|Heckler &amp;amp; Koch HK45C]] with threaded barrel is the default sidearm of the Enforcer kit on both teams, called &amp;quot;45T&amp;quot; in the game. By default it comes with a Mini Reflex sight.&lt;br /&gt;
[[Image:HK45C.jpg|thumb|none|350px|Heckler &amp;amp; Koch HK45C - .45 ACP]]&lt;br /&gt;
[[Image:HK45C with Threaded Barrel.jpg|thumb|none|350px|Actual Heckler &amp;amp; Koch HK45C'''T''' for comparison - .45 ACP. Note the different sights.]]&lt;br /&gt;
[[Image:BFHLHK4503.jpg|thumb|none|600px|Stock &amp;quot;HK45C&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLHK4502.jpg|thumb|none|600px|&amp;quot;HK45C&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLHK4501.jpg|thumb|none|600px|Player holding the &amp;quot;HK45C&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] appears as the 'P226' and is available for purchase by Law Enforcement Operators. It has a lower magazine size than any of the Operator's other sidearms.&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P40 Pro==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P40]] Pro appears as the '.40 Pro', and is a pistol for the Enforcer class. It can be differentiated from the standard M&amp;amp;P40 by the 5 inch barrel. Oddly for a pistol originally created for Military and Law Enforcement, it is only available for the Criminal team. It has slightly lower power than the other Enforcer handguns, but has a much higher capacity, acting sort of like the Operator's sidearms&lt;br /&gt;
[[File:S&amp;amp;W-M&amp;amp;P-40.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P40 - .40 S&amp;amp;W ACP]]&lt;br /&gt;
[[File:BFHardline40Pro.jpg|thumb|none|500px|'.40 Pro' in the selection menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 R8==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 R8]] makes its video game debut in this entry of the [[Battlefield]] series, where it can be purchased for the Law Enforcement Mechanic class. It has a higher capacity than any of the other revolvers, with 8 rounds per cylinder. It appears under the name &amp;quot;.357 RS&amp;quot;&lt;br /&gt;
[[Image:S&amp;amp;WModel327.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson 327 R8 - .357 Magnum]]&lt;br /&gt;
[[Image:BFHSW357.jpg|thumb|none|600px|S&amp;amp;W Model 327 R8 as the &amp;quot;RS357&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 642==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 642]] revolver is the default sidearm for the Mechanic on both teams; called the &amp;quot;.38 Snub&amp;quot;. It initially had an incorrect 6-round capacity during the June 2014 beta.  This has since been rectified to 5 rounds as of the February 2015 beta. It has a laser sight equipped by default, which is the only attachment it can use.&lt;br /&gt;
[[Image:S&amp;amp;W642Airweight.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 642 Airweight Snub nose revolver chambered in .38 Special]]&lt;br /&gt;
[[Image:BFHLSNUB03.jpg|thumb|none|600px|Model 642 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLSNUB02.jpg|thumb|none|600px|Model 642's iron sights.]]&lt;br /&gt;
[[Image:BFHLSNUB01.jpg|thumb|none|600px|Player holding the Model 642]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge &amp;quot;Public Defender&amp;quot;==&lt;br /&gt;
The &amp;quot;Public Defender&amp;quot; snub nose version of the [[Taurus Judge]] appears as the &amp;quot;.410 Jury&amp;quot;. It is unlocked for both teams by completing Mechanic Assignment 2&lt;br /&gt;
[[File:JUDGE PUBLIC DEFENDER.jpg|thumb|none|350px|Taurus Judge &amp;quot;Public Defender&amp;quot; - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]] returns from both prior Battlefield games, again named the '.44 Magnum.' It can be purchased for the Criminal Mechanic&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|350px|Taurus Model 44 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Tactical Custom 1911==&lt;br /&gt;
The [[Colt M1911|Vickers Tactical 1911]] comes back from [[Battlefield 4]], somewhat incorrectly called &amp;quot;M1911A1&amp;quot;. It can be purchased for the Law Enforcement Enforcer class. Although it is the same model reused from ''[[Battlefield 4]]'', tritium inserts have been added and the slight misalignment of the sights has been fixed.&lt;br /&gt;
[[Image:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|350px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]]&lt;br /&gt;
[[Image:BFH1911.jpg|thumb|none|600px|Vickers tactical as &amp;quot;M1911&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45]] appears simply as the 'M/45' and can be purchased for the Law Enforcement Mechanic. It is correctly depicted as being open-bolt and lacking a fire selector, unable to chamber an extra round and limited to automatic fire. In prior betas it was a Criminal-exclusive weapon, though for balance reasons was shifted to the Law Enforcement team. It holds 36 rounds with no extra in the chamber and unlike other open-bolt weapons in the game, the bolt is pulled back at the start of an empty reload rather than the end&lt;br /&gt;
[[Image:Kp m45b.jpg|thumb|none|400px|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available for purchase for the Criminal Mechanic class as the &amp;quot;P90&amp;quot;. Earlier beta versions had 40 round capacity, later corrected to 50. The game also shows the magazine to be incorrectly removed without pressing the magazine release button. By default it starts with a heavy barrel attachment which makes it appear as the civilian variant, the FN PS90.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[Image:BFHLP9002.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLP9003.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLP9001.jpg|thumb|none|600px|Stock &amp;quot;P90&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] is an available sub-machine gun for the Mechanic class. This is the starting weapon for the Mechanic in the February 2015 beta, and is equipped with a red dot sight, suppressor and extended magazine, which for some reason holds only 25 rounds. The weapon always has the buttcap of the MP5K-PDW, and the folding stock is optional. Attaching a muzzle device will turn it into the actual MP5K-PDW.&lt;br /&gt;
[[image:MP5K-PDWEarly.jpg|thumb|none|350px|MP5K with PDW-style stock - 9x19mm.]]&lt;br /&gt;
[[image:MP5K-PDW.jpg|thumb|none|350px|MP5K-PDW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]], as the &amp;quot;UMP-45&amp;quot;, was the starting weapon for the Mechanic class in June 2014 beta. The front sight assembly is removed when equipped with optics like in [[Battlefield 4]]. In real life, this would not be possible without permanently altering the weapon. During the Feburary 2015 beta, it instead became available to purchase for the Law Enforcement Mechanic. After the beta, the UMP-45 was swapped to the Criminal team for balancing reasons, with Law Enforcement getting the M/45 in exchange&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:BFHLUMP4501.jpg|thumb|none|600px|UMP-45 being held.]]&lt;br /&gt;
[[Image:BFHLUMP4502.jpg|thumb|none|600px|UMP-45 iron sight.]]&lt;br /&gt;
[[Image:BFHLUMP4503.jpg|thumb|none|600px|Stock UMP-45 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] can be purchased for the Criminal Mechanic class. In the June Beta, it incorrectly chambered a round for 30+1 rounds, but later it was corrected to 32+0. It has a unique bolt handle that extends to the left&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|400px|IMI Uzi - 9x19mm.]]&lt;br /&gt;
[[Image:BFHLUZI02.jpg|thumb|none|600px|Uzi being held.]]&lt;br /&gt;
[[Image:BFHLUZI03.jpg|thumb|none|600px|Uzi iron sight.]]&lt;br /&gt;
[[Image:BFHLUZI01.jpg|thumb|none|600px|Stock Uzi in the loadout menu]]&lt;br /&gt;
[[Image:BFHLUZI.jpg|thumb|none|600px|&amp;quot;I don't know how to Uzi.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] equipped with rails is an available machine pistol sidearm for the Professional class. The MAC-10 in game has an aftermarket upper receiver, which adds a full-length top rail and relocates the bolt handle to the side. It can be unlocked by completing Professional Assignment 2, and can be used by both teams. By default it starts with a Suppressor and a Stock option and a small magazine size of only 15 rounds, and at first was incorrectly depicted as being able to have an additional round in the chamber, despite the real MAC-10 being open-bolt. In the final release of the game, the MAC-10 is indeed shown as an open-bolt weapon&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|none|300px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:BFHMAC10.jpg|thumb|none|600px|MAC-10 in the loadout menu. The charging handle has been moved to the side, to allow for a top rail.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
A full-auto converted [[Intratec TEC-9]] is available for purchase for the Criminal Professional class. It chambers +1 round, which is correct as the TEC-9 is a closed-bolt gun. (Only the original KG-9 is open-bolt) The magazine is shown to be incorrectly holding 20 rounds in a 32 rounds magazine, but this is corrected to 32 with use of the &amp;quot;Extended Magazines&amp;quot; option.&lt;br /&gt;
[[Image:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFHLTEC901.jpg|thumb|none|600px|TEC-9 being held.]]&lt;br /&gt;
[[Image:BFHLTEC902.jpg|thumb|none|600px|TEC-9 iron sight.]]&lt;br /&gt;
[[Image:BFHLTEC903.jpg|thumb|none|600px|Stock TEC-9 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==KRISS K10==&lt;br /&gt;
The [[TDI Vector|KRISS K10]] appears as the 'K10' and can be purchased for the Law Enforcement Mechanic, with an astounding RPM of 1200. To balance out its firing rate, its accuracy is quite low. It also has a slightly below-average magazine size of 25+1&lt;br /&gt;
[[Image:K102.jpg|thumb|none|400px|KRISS K10 with barrel RIS - .45 ACP / 9x19mm Para / .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
[[M1A1 Thompson]] is introduced in patch 1.04 that was released alongside the Battlefield Hardline: Criminal Activity expansion, although the expansion is not required do own the weapon, appearing as M1A1. It is so far the only primary weapon that can be used by all classes. It is equipped with a 30-round magazine by default, and the extended magazine gives it the 50-round drum. It can also equip a stubby grip, but no barrel attachments or different sights.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:BFH M1A1.jpg|thumb|none|600px|Unmodified M1A1 Thompson in the loadout menu.]]&lt;br /&gt;
[[Image:BFH M1A1 fgrip ext mag.jpg|thumb|none|600px|M1A1 with 50-round drum magazine and foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] can be unlocked for both teams' Mechanic class by completing the Mechanic Syndicate assignment. By default, it is equipped with a red dot and laser sight.&lt;br /&gt;
[[Image:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFH FMG9 01.jpg|thumb|none|600px|Unmodified FMG-9 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
[[SIG-Sauer MPX]] returns from Battlefield 4 as a purchasable weapon for the Law Enforcement Mechanic, and is chambered in .40 S&amp;amp;W. It has 30 rounds in the magazine. Unlike Battlefield 4, its stock is now collapsed by default but can be extended with the Stock accessory, reducing recoil. It is anachronistic to the single-player missions set in 2012, since the MPX was developed in 2013.&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
[[SPAS-12]] returns from previous Battlefield games for the Criminal Enforcer class, but this time around is set to semi-automatic rather than pump-action. Has 8 + 1 capacity. Despite its semi-automatic firing, waiting after a shot will still cause a pumping animation, and the ejection port seems frozen shut during an empty reload&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37 &amp;quot;Stakeout&amp;quot;==&lt;br /&gt;
The [[Ithaca 37]] in &amp;quot;Stakeout&amp;quot; configuration is an available shotgun for the Police Enforcer class, known as &amp;quot;37 Stakeout&amp;quot; in game. It has the length and wooden forearm of the standard &amp;quot;Stakeout&amp;quot;, but has the heat shield and unique foregrip of the ''[[Miami Vice]]'' movie gun seen below. The foregrip is somehow installed over the forearm. Strangely, a  identical configuration was seen in ''[[Grand Theft Auto: Vice City]]''. It can be bought for the Law Enforcement Enforcer, and can be unlocked early on in the single-player story. It holds 5+1 shells and has a tighter spread than the 870&lt;br /&gt;
[[Image:Custom37.jpg|thumb|none|400px|Customized Ithaca 37 &amp;quot;Stakeout&amp;quot; with Pachymar pistol grip, vertical foregrip, and heat shield - 12 gauge. This movie gun was seen in ''[[Miami Vice]]'' and various films.]]&lt;br /&gt;
[[Image:Stakeout-1-.jpg|thumb|none|400px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
[[Kel-Tec KSG]] is available in Criminal Activity DLC, appearing as KSG12, and holding 14 shells. It exclusive to the Enforcer class on the Law Enforcement team and can be bought fairly cheap, requiring no assignment to complete unlike previous Battlefield games' DLC weapons. Like in other video games featuring the KSG, the two magazine tubes are incorrectly treated as one continuous tube, as the the magazine selector is never operated.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|400px|Kel-Tec KSG with Magpul RVG foregrip - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Marine Magnum==&lt;br /&gt;
The [[Remington 870 Marine Magnum]] is the default weapon for the Enforcer class as the &amp;quot;870P Magnum&amp;quot;, taking the MG36's place during the June 2014 beta as this class' default weapon, as the MG36, along with all other LMGs, are now Battle Pickups as of the February 2015 beta. It has a rail attached to the top of the receiver. By default it is equipped with a Tactical Light, which differs from a regular flashlight in that it only activates when aiming&lt;br /&gt;
[[Image:Remington870MarineMagnum.jpg|thumb|none|400px|Remington 870 Marine Magnum - 12 Gauge]]&lt;br /&gt;
[[Image:BFHLR87001.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR87002.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLR87003.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; with a flashlight attched in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Side by Side Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed-Off Side by Side Shotgun]] is unlocked by the Enforcer class as the &amp;quot;Double-Barrel Shotgun&amp;quot;. It is unlocked by completing the Enforcer Syndicate assignment. When reloading, even if only one shot is fired, both shells are replaced.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Sawed-Off Remington SBS - 12 gauge]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF01.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF02.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF03.jpg|thumb|none|600px|Stock &amp;quot;Sawed Off Shotgun&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==12 Gauge Side-by-Side Shotgun==&lt;br /&gt;
Buying the &amp;quot;Long Barrel&amp;quot; and &amp;quot;Stock&amp;quot; attachments for the sawed-off shotgun will turn it into a full-length [[12 Gauge Double Barreled Shotgun|12 gauge Side-by-Side Shotgun]].&lt;br /&gt;
[[Image:BaikalSBSShotgun.jpg|thumb|none|400px|Baikal SBS shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is available to the Criminal Operator class. Earlier betas had a railed handguard, but it was later changed to the original wood furniture (equipping anything in the Accessory slot will return the RIS handguard.) It has higher damage and better range than the other Operator weapons, but is hard to control and fires slower than the rest.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:BFHLAKM02.jpg|thumb|none|600px|AKM being held.]]&lt;br /&gt;
[[Image:BFHLAKM03.jpg|thumb|none|600px|AKM iron sight.]]&lt;br /&gt;
[[Image:BFHLAKM01.jpg|thumb|none|600px|Stock AKM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is an available carbine for the Criminal team's Operator class. It uses an aftermarket railed handguard and is equipped with a laser sight by default.&lt;br /&gt;
[[Image:AKS74U-RIS.jpg|thumb|none|400px|AKS-74U with railed handguard - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
The [[Bushmaster ACR]] is available to the Operator class as the &amp;quot;ACW-R&amp;quot;. It is featured in-game as a Carbine. It is currently only available for pre-ordering the game or purchasing the Deluxe Edition Upgrade&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, five-sided handguard, and Magpul MBUS sights &amp;amp; PMag magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[Colt M16A4]] is depicted as a fully automatic &amp;quot;M16A3&amp;quot;, similar to [[Battlefield 3]]. It can be purchased by the Law Enforcement Operator, though in early betas was the kit's default weapon.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope - 5.56x45mm. This is the USMC style setup.]]&lt;br /&gt;
[[Image:BFHLM16A30Hold.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; being held. Evident in this screenshot are the incorrectly raised receiver rails, resulting in a small gap between the rear of the carrying handle and the receiver. This is possibly due to needing to match the height of the new handguard rail model (discussed in a following screenshot caption).]]&lt;br /&gt;
[[Image:BFHLM16A302.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; iron sight. Like in BF3 and BF4, the ghost ring assembly is incorrectly modelled with the small aperture style ring but with the opening of a large aperture.]]&lt;br /&gt;
[[Image:BFHLM16A303.jpg|thumb|none|600px|Stock &amp;quot;M16A3&amp;quot; in the loadout menu. Note the long-awaited bayonet lug has been added with a sling swivel (though the swivel should be mounted on the rear lug of the front sight base) along with a new Daniel Defense M4 12.0 free float handguard (a Knight's Armament Company RAS M5 in previous titles).]]&lt;br /&gt;
[[Image:BFHLM16A301.jpg‎|thumb|none|600px|Promotional screenshot of the &amp;quot;M16A3&amp;quot;; this SWAT officer's misfortune at least gives us good lighting on his newly upgraded Magpul PMAGs. Note that the character seems to be using the CIRAS maritime body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] is featured as the &amp;quot;RO933&amp;quot; and is the starting carbine for the Operator class. By default it is equipped with a stubby grip, a flash hider, and an Aimpoint Micro T1 sight&lt;br /&gt;
[[Image:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHardlineRO933.jpg|thumb|none|500px|&amp;quot;RO933&amp;quot; Ingame.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] can be purchased for the Criminal Enforcer and appears as &amp;quot;SA-58 OSW&amp;quot;. It holds 20+1 rounds and comes with a PK-A 3.5x scope by default&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BfhlbetaFal1.jpg|thumb|none|600px|The SA58 OSW being held.]]&lt;br /&gt;
[[Image:BfhlbetaFal2.jpg|thumb|none|600px|The SA58 OSW's iron sights.]]&lt;br /&gt;
[[Image:BfhlbetaFal3.jpg|thumb|none|600px|Chambering a new round. ]]&lt;br /&gt;
[[Image:BfhlbetaFal4.jpg|thumb|none|600px|The SA58 OSW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Operator class. It is currently only available for pre-ordering the game or buying the Deluxe Edition Upgrade. Equipped with an ACOG scope by default, it has a fire rate of 675 RPM in-game. Player characters in-game reload the weapon rather slowly in comparison to other weapons with an empty reload taking 4.2 seconds. &lt;br /&gt;
[[File:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
[[FN FAL]] is available in Criminal Activity DLC for the Criminal Enforcer class. With the stock attachment, it becomes a synthetic furniture model.  It is nearly identical to its more modern counterpart except for a faster rate of fire.&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|450px|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFH FN FAL 01.jpg|thumb|none|600px|Default FN FAL in the loadout menu.]]&lt;br /&gt;
[[Image:BFH FN FAL 02.jpg|thumb|none|600px|FN FAL with the &amp;quot;Stock&amp;quot; attachment, which gives the entire weapon synthetic furtniture.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The Third Generation [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] can be purchased for the Law Enforcement Enforcer and appears as &amp;quot;SCAR-H&amp;quot;. With the heavy barrel attachment, it becomes a mid length SCAR-H STD. The game also shows the incorrectly pressing the magazine release button while empty reload. &lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
[[Heckler &amp;amp; Koch G36C]] is available to purchase for the Law Enforcement Operator class. Like in Battlefield 4, during the beta it has an incorrect rate of fire of 650 rounds per minute instead of 750. but was corrected in the full game to it's proper 750 RPM. In betas, it was exclusive to the Criminal team, but was swapped after the February beta for balancing reasons&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36C02.jpg|thumb|none|600px|G36C being held.]]&lt;br /&gt;
[[Image:BFHLG36C03.jpg|thumb|none|600px|G36C iron sight.]]&lt;br /&gt;
[[Image:BFHLG36C01.jpg|thumb|none|600px|Stock G36C in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36E/KV Hybrid==&lt;br /&gt;
During the June 2014 beta, the [[Heckler &amp;amp; Koch G36|H&amp;amp;K G36E/KV Hybrid]] was the default Enforcer weapon, fitted with a 100-round drum C-Mag. The game refers it as the &amp;quot;MG36&amp;quot; LMG variant, but it is obviously NOT an MG36 since H&amp;amp;K only produced few MG36s with export sight; the weapon in-game is depicted as having the G36KV carrying handle/railmount. When equipped with iron sights, it uses backup iron sights as opposed to the sights mounted on the G36KV carrying handle as they are absent. The gun also shows the bolt being still even when the gun is fired.  As of the February 2015 beta, this weapon is no longer available to the Enforcer, as it, along with other LMGs, are now Battle Pickups. It always spawns with a CompM4S Sight, Muzzle Brake and Laser Sight and can be equipped from the trunk of a player's car with the LMG Armory vehicle upgrade. &lt;br /&gt;
[[Image:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with rail top carry handle - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:HKG36E-KV(MG36).jpg‎|thumb|none|450px|'''Airsoft''' A Hybrid of the G36E/KV which is often confused as the &amp;quot;MG36&amp;quot; Configuration -(fake) 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36K01.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLG36K02.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLG36K04.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; with an EOtech holographic sight.]]&lt;br /&gt;
[[Image:BFHLG36K03.jpg|thumb|none|600px|Stock &amp;quot;MG36&amp;quot;  in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] with 10.4 inch barrel is available to the Criminal Operator class as the &amp;quot;M416&amp;quot;. With the heavy barrel attachment, it becomes a mid length 14.5 inch barrel. In betas, it was exclusive to the Law Enforcement team, though after the Februrary beta was changed to the Criminal team for balancing. It is tied with the RO933 for the highest rate of fire in its weapon class&lt;br /&gt;
[[File:HK416 current.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 D10RS with 10.4 inch barrel - 5.56x45mm NATO.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK51==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK51]] is available for the Criminal Enforcer class. It has a slow rate of fire and its collapsible stock is extended by default&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|Heckler &amp;amp; Koch HK51 - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM]] is available to the Operator class as the &amp;quot;ARM&amp;quot;. It holds an extremely high capacity of 50 rounds and can be unlocked by completing the Operator Syndicate assignment.&lt;br /&gt;
[[File:Galil.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFH Galil ARM 01.jpg|thumb|none|600px|Default ARM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE N 21==&lt;br /&gt;
The [[Galil ACE|Galil ACE N 21]] is available to the Operator class as the &amp;quot;CAR-556&amp;quot;. It is currently only available for pre-ordering the game or buying the Deluxe Edition Upgrade. It posses the second largest magazine capacity of the Operator Weapons (with the ARM being first) holding 40 rounds.&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The Ohio Ordnance HCAR is available for the Law Enforcement Enforcer class. Much like its counterpart on the Criminal team, the HK-51, it has a slow rate of fire but high power. Holds 30+1 rounds&lt;br /&gt;
[[File:HCAR.jpg|thumb|none|450px|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
[[File:BFHardlineHCAR.jpg|thumb|none|500px|The HCAR in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==PTR 91==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3#PTR 91|PTR 91]] is available as a marksman rifle to the Criminal Professional class.&lt;br /&gt;
[[File:PTR91NEW.jpg‎|thumb|none|450px|PTR 91 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLPTR02.jpg|thumb|none|600px|PTR-91 being held.]]&lt;br /&gt;
[[Image:BFHLPTR03.jpg|thumb|none|600px|PTR-91 iron sight.]]&lt;br /&gt;
[[Image:BFHLPTR01.jpg|thumb|none|600px|Stock PTR-91 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG StG 57 / SG 510-4 hybrid==&lt;br /&gt;
[[SIG SG 510]] is available in Criminal Activity DLC for the Law Enforcement Enforcer class. Its modelled after both StG 77 and SG 510-4, as it has the overall black furniture and stock of StG 57, but ironsights and charging handle are from SG 510-4, and is chambered in 7.62x51mm NATO. The default magazine holds 24 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:SIGSG510-4.jpg|thumb|450px|none|SIG SG 510-4 Battle Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SIG-StG-57.jpg|thumb|450px|none|SIG StG 57 Battle Rifle - 7.5mm Swiss]]&lt;br /&gt;
[[Image:BFH SG510.jpg |thumb|600px|none|Default SG 510 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] is available to the Law Enforcement Operator class as the &amp;quot;SG553&amp;quot;. It is equipped by default with an SRS Red Dot. &lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|none|450px|SIG SG 553 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==SAIGA 308==&lt;br /&gt;
The [[SAIGA 308]] as the &amp;quot;SAIGA .308&amp;quot; can be purchased for the Criminal Professional class. As of the beta, no iron sight is available to this gun. Due to either modeling or point of perspective, when viewed from the first person, the scope seems ridiculously large. In the full game, correct iron sights have been added, replicating the AKM ironsights.&lt;br /&gt;
[[Image:Saiga 308.jpg|thumb|none|450px|SAIGA 308 - 7.62х51mm NATO]]&lt;br /&gt;
[[Image:BFHLSAIGA30802.jpg|thumb|none|600px|&amp;quot;SAIGA .308&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAIGA30801.jpg|thumb|none|600px|Stock &amp;quot;SAIGA .308&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[M14 Rifle#Springfield Armory M1A SOCOM 16|Springfield Armory M1A SOCOM 16]] ,  known simply as &amp;quot;SOCOM 16&amp;quot;, is a marksman rifle for the Law Enforcement Professional class.  With the heavy barrel attachment, it becomes a full length M1A.&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|450px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As noted in the intro, man-portable machine guns are Battle Pickups in this entry of the series, and are no longer part of any class' kit.&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] comes back from the previous [[Battlefield]] series. It spawns on some maps as a Battle Pickup equipped with a Holographic sight and a stubby grip. &lt;br /&gt;
[[Image:M240-1.jpg‎|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHM240B.jpg|thumb|none|600px|The M240B in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para==&lt;br /&gt;
An [[M249]] was featured in the Beta on the Counter/Heavy Attack Truck, being used by the secondary gunner and was available for the Enforcer class during early beta's. Now in the full game it is a Battle Pickup instead, and appears as the backdoor weapon for the SUV as well.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg‎|thumb|none|450px|FN M249 Para - 5.56x45mm]]&lt;br /&gt;
[[Image:BFHLSAW01.jpg‎|thumb|none|600px|M249 SAW mounted on top of the Mk19 grenade launcher and M2HB machine gun, that is mounted on top of a Counter/Heavy Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
[[PKP Pecheneg]] is mounted on Criminals' Hardened Attack Truck. It is the default gun used by the driver.&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg machine gun with ammo box - 7.62x54mm R.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==AAC Integrally Suppressed Remington 700==&lt;br /&gt;
The AAC Integrally Suppressed [[Remington 700]] appears as the &amp;quot;.300 Knockout&amp;quot;. It can be unlocked for both teams by completing the Professional Syndicate assignment. It also comes with a straight-pull bult by default&lt;br /&gt;
[[Image:Img 5166-tfb.jpg|thumb|none|451px|AAC Integrally Suppressed Remington 700 - .300 BLK]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]]. This time around, it is correctly designated &amp;quot;AWM&amp;quot;, and correctly chambered in .338 Magnum. It can be purchased for the Criminal Professional.&lt;br /&gt;
[[Image:AI L115A3.jpg|thumb|none|450px|Accuracy International AWM-F - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BFHAWMF.jpg|thumb|none|600px|The hidden incomplete &amp;quot;AWM&amp;quot; on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s AWM-F.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 Enhanced Combat Carbine==&lt;br /&gt;
The [[Knight's Armament SR-25|SR-25 Enhanced Combat Carbine]] appear as &amp;quot;SR-25 ECC&amp;quot;. It can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm]]&lt;br /&gt;
[[Image:BFHSR25.jpg|thumb|none|600px|The hidden incomplete &amp;quot;SR-25 ECC&amp;quot; in the loadout menu on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s Mk 11 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700LTR==&lt;br /&gt;
The [[Remington 700| Remington 700 LTR]], as &amp;quot;R700LTR&amp;quot;, was the default weapon of the Professional class in the June 2014 beta. It is equipped with a fluted barrel. Currently it can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Rem700.jpg|thumb|none|450px|Remington Model 700P LTR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLR70001.jpg|thumb|none|600px|&amp;quot;R700 LTR&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR70002.jpg|thumb|none|600px|Stock &amp;quot;R700 LTR&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Elite==&lt;br /&gt;
The [[Steyr Elite]] appear as &amp;quot;Scout Elite&amp;quot;, is the default weapon of the Professional class starting with the February 2015 beta. By default it is equipped with a straight-pull bolt accessory, removing the need to unscope between aimed shots. Unlike the heavier bolt-action rifles, it comes with only a 6x scope by default, rather than 8x&lt;br /&gt;
[[Image:ELITE.jpeg|thumb|none|450px|Steyr Elite - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Both the Stinger and the RPG-7 were available gadgets for the Mechanic class during the June 2014 beta, but these have since been relegated to Battle Pickups.&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
[[FIM-92A Stinger]] is available as a pick-up weapon only. Just how the police and a criminal syndicate can get a hold of this advanced military grade weapon is beyond anyone's guess, but it functions just like the previous games. The Anti-Air Armory upgrade for certain vehicles allows it to be claimed from their trunk.&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:BFHLStinger01.jpg|thumb|none|600px|Player holding the Stinger.]]&lt;br /&gt;
[[Image:BFHLStinger02.jpg|thumb|none|600px|Player aiming down the sights of the Stinger.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is available to the Law Enforcement Mechanic class. The descrition of the weapon reads &amp;quot;''It's not exactly clear how Law Enforcement got a hold of this baby. A breach-loading launcher, it fires a 40mm high explosive grenade that is effective against light vehicles and agents.''&amp;quot; As in the previous two games, 40mm grenades are more useful for finishing weakened enemies off or taking down vehicles than for direct kills&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|275px|H&amp;amp;K M320 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The M79 is available for the Criminal Mechanic Class. It's description states that the weapon was (obviously) not obtained through legal channels. It functions identically to the M320&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
The [[M79 grenade launcher]] is the criminals' counterpart to the M320.&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The SMAW spawns as a Battle Pickup throughout some maps. It is a single shot weapon, being discarded upon use (similar to [[Battlefield 4]]'s AT4) and is much more powerful than the RPG-7. &lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] can no longer be equipped by the Mechanic class, but can be picked up from various locations. The Anti-Armor Armory upgrade for certain vehicles allows it to be claimed from the vehicle's trunk.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BFHLRPG701.jpg|thumb|none|600px|Player holding the RPG-7V2.]]&lt;br /&gt;
[[Image:BFHLRPG702.jpg|thumb|none|600px|Sights of the RPG-7V2.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==AN/M14 incendiary grenade==&lt;br /&gt;
Available to purchase for any class. Incendiaries (and molotovs) thrown by teammates will have blue fire. Two are carried at once&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 incendiary grenade]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
Available for purchase for any class. As in Battlefield 4, smoke clouds can prevent spotting&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|120px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 fragmentation hand grenade==&lt;br /&gt;
Every class in the game can equip one [[M67 hand grenade|M67 fragmentation hand grenade]]. It is the default grenade&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|150px|M67 fragmentation hand grenade]]&lt;br /&gt;
[[Image:BFHLM6701.jpg|thumb|none|600px|Player holding the M67.]]&lt;br /&gt;
[[Image:BFHLM6702.jpg|thumb|none|600px|M67 on the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
Available for purchase for any class. Players using the Flashbang can carry 2 at a time&lt;br /&gt;
[[Image:M84stun.jpg|thumb|none|100px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears on many vehicles. It is the main weapon for the Counter Attack Trucks. It is also the default door gunner weapon for the transport helicopters, and can be purchased for the SUVs to replace the default M134.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BFHLM201.jpg|thumb|none|600px|Heavy/Counter Attack Truck with the M2HB mounted on top]]&lt;br /&gt;
&lt;br /&gt;
==FN M3M==&lt;br /&gt;
The [[Browning M3#FN GAU-21|FN M3M]] is purchasable for the SUV turret, and the helicopter door gunners, referred to as &amp;quot;M3M&amp;quot;. It differs from the M2HB by having a higher rate of fire.&lt;br /&gt;
[[image:FN GAU-21.jpg|thumb|none|400px|FN M3M (designated GAU-21 in the US military) - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is also mounted on the Counter Attack Truck as a secondary weapon to the [[Browning M2HB]], it can be customized to fire 25mm flechette ammunition.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BFHLMK1901.jpg|thumb|none|600px|Mk 19 grenade launcher on a police Counter Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
[[M134 Minigun]]s are mounted on the Transport Helicopters, Armoured SUV and Attack Helicopter's nose mount.&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHLM13401.jpg|thumb|none|600px|M134 mounted on top of a Armoured Van.]]&lt;br /&gt;
[[Image:BFHLM13403.jpg|thumb|none|600px|Armoured Van with M134 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLM13402.jpg|thumb|none|600px|M134 mounted on top of a Transport Helicopter.]]&lt;br /&gt;
[[Image:BFHLM13404.jpg|thumb|none|600px|Transport Helicopter with M134 in the loadout menu]]&lt;br /&gt;
[[Image:BFHLM13405.jpg|thumb|none|600px|M134 mounted on the nose of the Attack Helicopter.]]&lt;br /&gt;
&lt;br /&gt;
=Misc.=&lt;br /&gt;
&lt;br /&gt;
==Taser X26E==&lt;br /&gt;
The [[Taser#X26|Taser X26E]] appears as an all-kit gadget, in the sidearm slot. It is called &amp;quot;T62 CEW&amp;quot; (for '''C'''onducted '''E'''nergy '''W'''eapon, the official classification for Taser-like weapons) in the game. The ingame version can mount a reflex sight, something not possible with the real-life weapon, and indeed the ingame model shows no rails or other attachment points where one could be mounted. The reticle consists of a large white circle, and two green dots appear in the center if an enemy is within range. Enemies hit with the Taser will visibly spark for several seconds and collapse, and Taser takedowns will award a &amp;quot;Non-Lethal Takedown&amp;quot; score bonus, in addition to allowing players to interrogate the stunned enemy&lt;br /&gt;
[[Image:X26-tazer.jpg|thumb|none|401px|X26E Taser with safety cap on]]&lt;br /&gt;
[[Image:BFHLTaser01.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; being reloaded.]]&lt;br /&gt;
[[Image:BFHLTaser02.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: War]]&lt;br /&gt;
[[Category: Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Fox the MP5 Fanatic</name></author>
	</entry>
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